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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 28190 times)

Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #120 on: June 09, 2011, 11:49:01 pm »

how many scouts do we have?
check the status spoiler, it says 5
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #121 on: June 10, 2011, 12:00:37 am »

send all of them in one grop to scout the lands west of the badlands
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #122 on: June 10, 2011, 12:05:12 am »

send all of them in one grop to scout the lands west of the badlands
They have been saying that already...
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #123 on: June 10, 2011, 03:44:29 am »

Well, need more food, need metal.... I support the train more scouts idea.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #124 on: June 10, 2011, 04:05:42 am »

If I recall correctly, we need a better HQ for that. And I stand by my proposal to get a sawmill and decent lumberjacks first. Then we can upgrade the headquarters.
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #125 on: June 10, 2011, 07:29:37 am »

If I recall correctly, we need a better HQ for that. And I stand by my proposal to get a sawmill and decent lumberjacks first. Then we can upgrade the headquarters.
Ditto...
Still we should be looking in the hills for Ores over the wastelands...
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #126 on: June 10, 2011, 08:25:52 am »

Scouts require a blacksmith, which requires ore to build.  (Builders are the HQ upgrade)



As summer ends and the heat fades, we hear the best news yet- we have found metal ores!

Our scouts reported finding a deposit deep in the badlands, where hills begin to rise.  It is terrible terrain, but there is ore!  We sent a messenger to the king, who is elated at the news- he has sent ten more laborers to assist us, and we have been commanded to begin mining it as soon as possible.

Farming was better this month as there was sufficient rain.  Hunting was less successful, as our new hunters got their bearings- the five last month that did not finish training did so now.  The stone pit managed incredible production this month- almost as if it was making up for lost time earlier.  Wood collection was decent as well.

There was bad news, however.  An accident in our storage pit caused a stack of stone to tip over and shatter beyond use.  In the ensuing cleanup, more managed to be chipped and broken.  In total, we lost a quarter of our stone reserves.  Unfortunate.

We must move quickly to exploit the resources we have found.


Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)


I had forgotten your miner bonus for a few months, so I just gave you great stone gains this month.  Then you got a nasty event- oh well!
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #127 on: June 10, 2011, 10:31:13 am »

train the ten larbors as miners. send half 14 of our miners to go mine ore. Send the socuts to scout out more of the lake shore. have everyone elese do their job.
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #128 on: June 10, 2011, 01:17:26 pm »

No, we have enough miners for now. We need more wood so we can make another mine, and upgrade our HQ. So have our Laborers cut wood for now. They can become miners later.
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Weirdsound

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Re: The Outpost - Dawn of a new colony
« Reply #129 on: June 10, 2011, 01:32:53 pm »

Builders, set up a mine at the ore deposit of course.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #130 on: June 10, 2011, 02:36:05 pm »

Huzzah! We have struck metal ore. Yes, we must mine it immediately. The going is likely to be slow but our stone stockpile is adequate for now, so our miners must be retasked.  I propose that we begin building a road there immediately.

As far as constructing a mine goes, I doubt we have the wood but such a building should take priority over nearly all other things(sawmill, HQ upgrade, are still ahead of any mining in the queue, as I see it). With metal ore we can begin to make requests of the homeland (Such as more food, trained people, maybe even some resources to build us things that will improve our resource gains.).
However, I must raise a point of caution. Our tribal friends were found dead near there. The guards must go with the miners. A road should also be built and upgraded as soon as we can. -AND- I propose we also build a set of watchtowers leading there. Safe stone buildings in case of attack.

Regarding the rest of our labors, they should proceed as normal.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #131 on: June 11, 2011, 08:33:28 pm »

Reminder- the costs of buildings is in the second post.  You have 37 wood, which isn't enough for towers, a mine, or much of anything besides a road.



As fall set in, there was much discussion over our next steps: how to handle the ore strike.  In the end, we settled on beginning a road to the mine, as it was fairly distant.  Some miners would go ahead and surface mine, since we lacked the resources to construct a proper mine.  The road was built a bit over halfway to the mine during the month- it should be no problem to finish it next month.  A score of miners went ahead to see what they could collect.  Surface mining is less productive, but they were able to bring back our first load.

Alas, collection of all our other resources went badly.  A dry spell diminished the yield of our crops.  A tree fell in an unexpected direction early in the month and injured several lumberjacks: thankfully, they have recovered by now.  The hunters seemed to be unable to do anything right.  The stone quarry was simply unproductive.

Our scouts, having no clear orders for the month, took it upon themselves to head east past the quarry.  After mapping more grasslands, they came upon something very unusual- definite signs of civilized life.  They found what appeared to be an old watchtower that had fallen into disrepair.  There was no sign of recent activity there, but it is clear someone built it, and probably in the last fifty years or so.  Whoever it was is likely still around, if not in the immediate area.


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.

Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #132 on: June 11, 2011, 08:59:08 pm »

I'm going to say..We ain't gonna see much in the way of ore out of that point till we get a decent mine there. Still all our miners should work there, builders should finish the road. 32 Laborers should chop wood, our hunters should hunt, farmers should farm. scouts should investigate a) the watchtower, and b) around the watchtower.
And our guards should cover the miners.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #133 on: June 11, 2011, 10:03:09 pm »

(PS you have two months till winter and less than half the food for one month in stock- just saying)
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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 #134 on: June 12, 2011, 01:51:51 am »

all farmers and larboers farm continue working on the rod with half our builders. send the rest ou to work on reparing the watch tower and when it is repaired have some gaurds set up shop there. Have our scout got further south east.
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