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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 28192 times)

Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #105 on: June 08, 2011, 05:31:38 pm »

I'd say upgrade HQ to get more scouts.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #106 on: June 08, 2011, 07:37:04 pm »

Technically, you're one wood short of a hunter's lodge, but since you're gathering wood this turn anyway it's close enough.  You are well short of the wood for a wall (120) or HQ (150) upgrade.

Neyvn:  The tech level is low enough so the colonists are relying on obvious surface deposits to find minerals.  The most sophisticated tools you have for such is likely a dowsing rod.

If it's not clear from the intro fluff, this is a mid-fantasy world.  There is magic, but it's not common (no wizards chucking fireballs with wild abandon.)  You'll get access to it a fair amount later, but it's mostly ritual magic for subtle effects- the portal that got you here is a good example of what the most powerful magics do.



We are making progress in controlling this land as the summer heat comes.  A hunter's lodge was built out in the forest.  By using wood from clearing the site, the builders were able to use less wood than expected.

Farming and wood gathering proceeded as usual, with average yield.  The miners had more trouble, and ran into unexpected delays.  The scouts got off to a slow start, and made little progress.

What will the hottest days of summer bring?


Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)

You never said where you wanted the hunting lodge- it goes in the woods where the hunting is (I probably wasn't clear on that.)  Which hex do you want it?  If you don't care, it goes in the middle light forest hex.
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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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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #107 on: June 08, 2011, 07:56:29 pm »

Let us place it two-three hexes to the NE, in the forest there.

Now, I propose we immediately move to train 20 hunters from our laborers. Then we should be stable and even be able to handle a few more people.
Our limited housing is probably restraining us from further groups of colonists.
I say our builders -upgrade- our housing. Our farmers should farm, 20 laborers train to be hunters, 11 laborers harvest wood, Miners continue harvesting, (Is our miners having trouble, indicative of a problem with the quarry? Should we investigate?)
The scouts continue scouting. Guards cover the area.
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #108 on: June 08, 2011, 07:58:38 pm »

The scouts should scout in the areas west of the badlands. When we get enogh wood we should ypgrade our glorfied fence into a wooden palsiade
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #109 on: June 08, 2011, 08:08:01 pm »

Terenos:  You just got a bunch of crappy rolls for mining.

Are you saying you want to increase the quality or size of the housing?
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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.

Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #110 on: June 08, 2011, 08:20:20 pm »

Size. Its not like we have nobles. We just need more room for people.
Mcclay, anything that doesnt improve our resource collection at this stage is foolish to consider.
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #111 on: June 08, 2011, 08:23:46 pm »

waht if ythe scouts find ore, or a grop of those tribals who know where some ore. You've got to think long term sometimes mannnnn.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #112 on: June 08, 2011, 08:28:22 pm »

How does a wall upgrade help with finding ore, acquiring ore, or impressing the tribals? I mean yes, we may want to contact the tribals and see if they know where any ore is. But odds are good they dont, as they are using ..Bone tools? Yeah..
However I'd like to go on record as suggesting we send the scouts out to meet with our nomadic friends, and see what their trouble is. Maybe we can help.

I'm thinking long term. More resources is good. Random upgrades..Not so good. If we become threatened, I'm sure we will have time to act on that. We have yet to even manage a HQ upgrade. A Sawmill makes sense. More houses makes sense. Walls at this stage..are a resource sink of 120 wood, when we don't even have improved wood collection.
« Last Edit: June 08, 2011, 08:40:21 pm by Terenos »
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #113 on: June 09, 2011, 03:44:38 am »

Hahahah I find it funny that people are saying that your not thinking long term...

Anyway, Is there any way to request more Scouts from the 'Homeworld'???
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #114 on: June 09, 2011, 10:35:52 am »

You can request help from the homeworld, but it'll most likely decrease your standing and they might turn you down- especially if you ask frequently.  (If you ask for minerals, they'll just laugh at you- the colony was started as a mining outpost.)

Sending home mineral resources and requesting something in exchange will be met more favorably.




The high heat of summer brings disturbing news.  The scouts were dispatched to scour the badlands for what they could find, especially the Rak'tar.  They found some... but someone else had found them first.  There were three bodies, dead by violence.  From the wounds, it did not appear to be an animal attack- they were murdered.  But by whom?

In local news, farming was slow- a minor drought decreased yields.  The heat slowed our wood collection, as well.  The quarry, with it shade and shelter, proceeded normally with extraction.  Casting an eye toward expansion, we built enough housing for 30 more civilians.

The hunter training went poorly.  Due to a combination of injuries and incompetence, only 15 of the 20 trainees are fit to be called hunters.


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.

Knave

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Re: The Outpost - Dawn of a new colony
« Reply #115 on: June 09, 2011, 12:48:07 pm »

I say we:
- train those last 5 hunter trainees
- Have the Scouts continue to search to the West cautiously. We need to know who or what we're facing!
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Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #116 on: June 09, 2011, 07:45:08 pm »

I say we:
- train those last 5 hunter trainees
- Have the Scouts continue to search to the West cautiously. We need to know who or what we're facing!

Other than that, same actions as last turn?
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #117 on: June 09, 2011, 09:58:13 pm »

your right, is there anyway to bolster the scouts with warriors so that they don't get raped by whatever's out there?
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #118 on: June 09, 2011, 09:59:33 pm »

Scouts are equipped to travel light, so you'd have to send more scouts.
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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 #119 on: June 09, 2011, 10:03:06 pm »

how many scouts do we have?
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