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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 27857 times)

Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #45 on: June 04, 2011, 05:16:59 pm »

Heads up:  I am now rolling for farming as well.  It'll have a bit less variance than other resources, but still there.  Hunting has very high variance.



The beginning of the fall is traditionally a time of harvest, and the first harvest of the fall is no exception!  Our farmers could barely get the food in off the fields fast enough each day, before they had to get the next bumper crop.  Our stone miners had no issues getting the first batch of stone out of the quarry.  The newly reduced woodcutter force took some time getting used to their reduced numbers, but otherwise had no difficulty.

The miner's guild is a shining addition to our colony.  Clever building techniques conserved resources, and a stone statue built from the leftover was placed out front as a monument to you.  It will inspire confidence in our people!

As if the homeland knew that builders were in short supply, 5 came through the gate at the end of the month.  They brought enough food for themselves for two months, much like the last group.

The scouts have penetrated into the forest.  They explored the heart of the forest, but did not find anything of note aside from signs of game.  If a hunting party was dispatched, this would likely be the best place to start.



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.
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Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #46 on: June 04, 2011, 05:19:59 pm »

I say until we hit 100 stone all hands go to farming and quarry work. Are we allowed to use our builders as basic laborers if we don't need anything built?
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #47 on: June 04, 2011, 05:49:55 pm »

I must tentatively disagree. 40 farmers of course should farm. 50 laborers should work on our quarry, but 20 of our laborers should become miners.  This will allow us to get even more stone next turn. The goal is only 100 stone. I doubt we'll make 200 without doing something crazy.
I propose our builders do nothing. We have no pressing needs. Maybe more housing. But with the size of our migrant waves, its unnecessary.

And I dont think any specialized labor can do any task but what its trained to do.
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Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #48 on: June 04, 2011, 05:52:00 pm »

Oh right. I forgot we could train miners. And if we can't use our builders on anything else, we may as well spend the rest of our wood on something. More housing or a road to the quarry I reckon...
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #49 on: June 04, 2011, 06:01:32 pm »

I'd really like to get a bit more food. Considering we have enough for maybe two turns of no farming right now. Starving is bad.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #50 on: June 04, 2011, 06:27:47 pm »

I'd like that too, We could suspend stone gathering this turn, instead train say, 40 miners, and use our other 35 to hunt?
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #51 on: June 04, 2011, 06:31:02 pm »

Sounds good to me
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #52 on: June 04, 2011, 06:46:16 pm »

we should build a road from the colony to the quarry.
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Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #53 on: June 04, 2011, 07:00:36 pm »

When exactly dose the year end is a big question... How many months do we have to get that stone...
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #54 on: June 04, 2011, 08:37:38 pm »

Since it's not really realistic that they sit around and do nothing, specialist civilians may do tasks other than the one they specialized in at a 25% penalty.  For example, 2 builders may work a farm to gather 3 food, as opposed to 2 laborers getting 4 or 2 farmers getting 5.  Note however that only laborers and hunters may hunt.  (The farmers going on a hunt was due to a good training roll, and not indicative of specific orders.)

I have added a hunter's lodge building that trains hunters, who get a 25% bonus to hunt.  It may only be built in designated hunting areas.  The only one known so far is the deep part of the forest.

You have 5 turns to the end of the year- next turn is mid-fall.  (Think Dwarf Fortress here.)


Mineral resource sites are *not* infinite.  You'll know when one is running out, and you'll get a tip on how good the mine/quarry is when you build it.  Upgrading a mine/quarry increases the amount that can be gathered, but there are diminishing returns here.
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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.

mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #55 on: June 04, 2011, 09:39:02 pm »

WHERE IS DA TURN TOAST!
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #56 on: June 04, 2011, 11:21:40 pm »

Thought there might be some changes with that builder info.  Guess not!



Come the middle of the fall, there was much discussion as to the best allocation of labor.  In the end, it was decided to train miners and build a road to the quarry, with the remainder of labor farming and hunting to build up our food supply.  The farmers continued to have an excellent harvest, yet again pulling in great quantities of food.

Unfortunately, all the others had no manner of luck.

Training of the miners simply went poorly.  In the end, only thirty-five of the forty seemed to understand what they had been taught.  The other five simply weren't cutting it.  The road was completed, but a poor choice of route caused the waste of some building materials.  The scouts were unable to find anything new, and the hunters mostly scared away any game that they approached.

There is one more month in the farming season.  I hope our food will last the winter...


Spoiler: Results (click to show/hide)

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Spoiler: Area Map (click to show/hide)


Roads have three levels.  Basic just gives better response time to issues there, and therefore a little protection from bad events.
« Last Edit: June 04, 2011, 11:24:22 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.

Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #57 on: June 04, 2011, 11:44:09 pm »

Work the quarry and the farms with the maximum possible number of hands. Any spare laborers hunt. Scouts explore south of the Quarry.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #58 on: June 04, 2011, 11:52:10 pm »

I concur. That means 40 farmers and 6 laborers to farms. our 35 miners, hit the quarry, and our 29 laborers hunt. And hunt HARD!
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #59 on: June 05, 2011, 12:56:35 am »

I concur. That means 40 farmers and 6 laborers to farms. our 35 miners, hit the quarry, and our 29 laborers hunt. And hunt HARD!

Agreed
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