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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 28201 times)

Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #165 on: June 17, 2011, 09:14:59 pm »

Agree with Neyvn on the scouts. We should save for a pier, if the farmers tip in the canoe, they would freeze in the winter waters I believe. Though if others think a canoe is worth it then by all means have a few built.
It says that it takes 4 turns to make one, that means mid spring...
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #166 on: June 17, 2011, 09:20:49 pm »

No its 4 time, So 4 of our builders could build 1, in one month. I still disagree, As I think our wood would be better spent on a sawmill.

And yes, our scouts should move unguided.
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #167 on: June 17, 2011, 09:23:32 pm »

No its 4 time, So 4 of our builders could build 1, in one month. I still disagree, As I think our wood would be better spent on a sawmill.

And yes, our scouts should move unguided.
Then it takes 1 builder 4months to make 1...
Regardless you are right...
Perhaps we should put some miners to cut wood for a bit...
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #168 on: June 18, 2011, 08:39:18 pm »

And also how about building a house by the hunting lodge? It would cut travel time (we don't have a road to it remember) for the lumberjacks and hunters and be a great location for a sawmill, food is already abundant there so food shouldn't be an issue, maybe in the future another sub-outpost could be created at the ore-mine but I guess food wood have to be moved from somewhere else so the gain in efficiency would probably cancel out.

Travel times are low enough right now that it wouldn't make much difference.  If there is a resource node much farther out, then building a sub-camp there will make a difference.


No its 4 time, So 4 of our builders could build 1, in one month. I still disagree, As I think our wood would be better spent on a sawmill.

This is correct.  With 14 builders (which you have now) you could build 3 1/2 canoes a month, assuming you had the wood.




The snows are melting.  We have survived a second year here at the outpost.

This month brought new difficulties of its own, though.  The three healthy scouts headed beyond the ore mine to look for further deposits.  Not too far to the north of the mine, they passed through some rocky outcroppings.  There was a shout from a blind spot, and a hail of arrows came down.  One scout was pierced through the chest and fell instantly.  The other two ran back south as fast as they could.  They were chased for a short time, but they managed to get back safely, as the attackers did not seem interested in pursuing once they came in sight of the mine.

Neither of the surviving scouts got a good look at their attackers, but they were certainly not one of the other races they had previously met.  These were humanoid creatures, perhaps not quite as tall as us but fairly broad and muscular, with bald (shaved?) heads.  Their skin had a faint tint of grey to it, giving them an almost rocky appearance.  They seemed to have trouble keeping pace with the scouts, who are able runners.

We do not know who they are, but they certainly are not friendly.

That was not the end of our troubles, as the builders again had difficulty with gathering wood.  Two builders got lost while chopping wood and caught hypothermia.  They were in bad shape when they were found, and probably will not be able to work next month.

Thankfully, we had better success with hunting and fishing.  The hunters came back with kill after kill, easily ensuring our food supply for the remainder of the winter.  The miners had a good haul, which was dispatched directly to the king's stocks along with all the rest we had mined.  We did not hear back from the king, however, other than an acknowledgment that they received it.  Hmm.

The ground is thawing, and the fields are ready to be planted again.  What will the new year bring?



Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)

The attack happened one hex north of the mine.  They didn't get it mapped out for you (also I don't have the map file with me to update)
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Happerry

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Re: The Outpost - Dawn of a new colony
« Reply #169 on: June 18, 2011, 09:14:52 pm »

Why don't we extend the mine road, the stone mine road, I mean, to the lake? And we have the wood to build a few Fishing Canoe now, which would be good. Let's see if we can actually have enough food next winter.

We probably want to think about starting to upgrade our wall and get some military soon, though.
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #170 on: June 18, 2011, 09:21:23 pm »

For all such projects, we need wood we do not have. We have no need of further ore, currently (though another months labor on it would not go amiss) and I fear that abandoning the mine for any more deserving projects may invite vandalism from our new acquaintances to the north. So we are in no shape to stop mining ore. Plus its value to the homeland is immeasurable, though I am curious regarding the lack of response from the king.

Yes, we need food. But we need wood more right now. Farming and hunting should be sufficient to feed us for a few months. A sawmill is but 25 wood away. Or should we decide a dock is a better investment, then it is that close too. And perhaps there's wisdom in building one now, and stockpiling as much food as we can. We are certainly likely to see some extra laborers soon.

To sum up my rambling,I believe we should have the farmers farm, hunters hunt. Miners gather wood. Guards cover the ore mine in case anything happens. Our builders should gather wood. Let us ignore these canoes for now, And instead go for full fishing ships shortly.
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mcclay

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Re: The Outpost - Dawn of a new colony
« Reply #171 on: June 18, 2011, 10:47:17 pm »

I personally belive that the order of upgrades should go like this: sawmill~~~>pier with a fishing ship~~~> better wall,my reasoning id that we need wood to build the stuf and a sawmill will help us do that faster. We might want to try to get to the ealls quickly before our new friends to the north deicde to pay as a visit.
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ashton1993

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Re: The Outpost - Dawn of a new colony
« Reply #172 on: June 19, 2011, 03:08:40 am »

sawmill~~~>pier with a fishing ship~~~> better wall
sawmill~~~>pier with a fishing ship~~~> better wall ally with the lizardmen, ask the king to send a diplomat and strike a deal for protection in return for resources and labour
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Immortal

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Re: The Outpost - Dawn of a new colony
« Reply #173 on: June 19, 2011, 09:58:21 am »

sawmill~~~>pier with a fishing ship~~~> better wall
sawmill~~~>pier with a fishing ship~~~> better wall ally with the lizardmen, ask the king to send a diplomat and strike a deal for protection in return for resources and labour
sawmill -> pier with a fishing ship -> better wall -> ally with the lizardmen

Why did we hear nothing of the king?
Oh and have the scouts go unguided east? If that works, or unless they have to be fully unguided.
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ashton1993

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Re: The Outpost - Dawn of a new colony
« Reply #174 on: June 19, 2011, 11:48:50 am »

sawmill -> pier with a fishing ship -> better wall -> ally with the lizardmen

Why did we hear nothing of the king?
Oh and have the scouts go unguided east? If that works, or unless they have to be fully unguided.
Fine  :-\ anyways on the semi-related plus side I started my own thing similar to this http://www.bay12forums.com/smf/index.php?topic=87139.0
It'd probably be quite cool if the two civilizations found each other but I only just started with the walkers
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Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

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Angle

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Re: The Outpost - Dawn of a new colony
« Reply #175 on: June 19, 2011, 01:32:50 pm »

can I join in?
« Last Edit: June 19, 2011, 01:49:34 pm by Angle »
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #176 on: June 19, 2011, 01:39:44 pm »

By all means, we welcome differing opinions on how best we should plot our course.
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Angle

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Re: The Outpost - Dawn of a new colony
« Reply #177 on: June 19, 2011, 01:49:44 pm »

I would advise that we have our farmers farm, our miners mine ore, our hunters hunt, and have our builders start work on the sawmill. we dont have enough to finish it, but I think we should at least be able to do some work? we have 35/75 wood required. we should be able to get at least 7/15's of the work done? That would translate to having five builders work with it. maybe we can substitute some stone for wood? the remaining workers should chop wood. as for our scouts, they should either check out the three hexes north and east of the ruined watchtower, or the area between the lake and the river, or straight to the north, between the hills and the forest.

oh, and we should ask for more laborers.
« Last Edit: June 19, 2011, 01:55:37 pm by Angle »
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ashton1993

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Re: The Outpost - Dawn of a new colony
« Reply #178 on: June 19, 2011, 01:53:52 pm »

I would advise that we have our farmers farm, our miners mine ore, our hunters hunt, and have our builders start work on the sawmill. we dont have enough to finish it, but I think we should at least be able to do some work? we have 35/75 wood required. we should be able to get at least 7/15's of the work done? That would translate to having five builders work with it. maybe we can substitute some stone for wood? the remaining workers should chop wood. as for our scouts, they should either check out the three hexes north and east of the ruined watchtower, or the area between the lake and the river, or straight to the north, between the hills and the forest.
This - at least without the scouts bit 'cos that doesn't make much sense  :-\
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That is brilliant.
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Angle

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Re: The Outpost - Dawn of a new colony
« Reply #179 on: June 19, 2011, 02:01:57 pm »

This - at least without the scouts bit 'cos that doesn't make much sense  :-\

sorry, I'm trying to say that there are three areas I think are worthy of investigation, but I'm not sure which to investigate. they're listed from greater to lesser importance.

the first is the area around the ruined watchtower, because there might be more signs of civilization, and because it's close and I want to make sure there are no threats.

the second is the area between the lake and the river, because there might be a civilization there, or just a nice river delta,  and because it's close and I want to make sure there are no threats.

the third is straight to the north, between the hills and the forest, mostly because it's close and I want to make sure there are no threats.

also we don't have much defenses. should we consider doing something about that in the near future? maybe we can train our nonmilitary people to work as a militia? this would mean that they keep their civilian jobs, but if we are attacked, they would be able to take their normal tools and fight with them.
« Last Edit: June 19, 2011, 03:21:37 pm by Angle »
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