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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 27883 times)

Angle

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Re: The Outpost - Dawn of a new colony
« Reply #195 on: June 20, 2011, 01:27:18 pm »

can we multi train some units? like have our farmers learn to fish so they would be farmer/fishermen?
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #196 on: June 20, 2011, 01:28:06 pm »

No.  They're one or the other.

Also, see edit on last post (last line)
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #197 on: June 20, 2011, 01:29:30 pm »

At least not yet- if you can come up with some reasonable suggestions of "crossbreeds" I can see if I can find a fit for them.  They may come at a cost though (All these specialist workers so far are free to train- others aren't free, especially military units.)
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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.

Angle

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Re: The Outpost - Dawn of a new colony
« Reply #198 on: June 20, 2011, 01:40:08 pm »

Well, one thing I was thinking of was "militia training". 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.
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ashton1993

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Re: The Outpost - Dawn of a new colony
« Reply #199 on: June 20, 2011, 01:46:04 pm »

Hey, Toaster, in a bit do you reckon your guys could find the walkers? Maybe in one or two years?

http://www.bay12forums.com/smf/index.php?topic=87139.0
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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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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #200 on: June 20, 2011, 02:22:55 pm »

As the new year began, there was much discussion on the best steps to be taken.  Eventually, a consensus was reached, and work began in earnest.

To expand the food supply, we tasked our builders with the construction of four more farms and retrained some miners into farmers.  Both went very well- in fact, with the speedy and efficient construction, as well as the contributions of the trainee farmers, they ended up constructing an extra farm with just a bit extra wood.

Collection of ore and wood was adequate, and the hunters did very well this month, though our harvest was not impressive.  The quarry, sadly, hit a patch of poor stone and barely did anything for the month.

The status report we sent home was received, but nothing came of it.  The King, however, did send his thanks for delivering nearly double the ore he requested.  He promised that our reward would come next month.  The messenger was clearly inspecting our camp to see where we stood, though he did not state what he was searching for.

Our scouts were tasked to find animals suitable for domestication in the plains around the camp.  Nothing large enough was found, and the smaller animals all ran at their approach.  There may be something out there, but it's not here.

The reports of the threat to the north sparked an idea for a civilian militia, training our laborers to assist with the defense of the homeland.  While the idea had support, a meeting place would need to be constructed.  The best idea would be to construct a better headquarters (which was still a large tent) and then add a meeting hall to it.  An idea for the future, certainly.


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Ashton, I think are games are a bit incompatible (different magic levels, et al) but feel free to mention mine/find their ruins/giant city if you want.  I might drop a hint at yours in a future update.
« Last Edit: June 20, 2011, 02:25:04 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.
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Angle

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Re: The Outpost - Dawn of a new colony
« Reply #201 on: June 20, 2011, 03:16:20 pm »

very good, we seem to have stabilized our food situation. for now, we need to build up a stockpile, so we should have all our farmers farm and all our hunters hunt.  Our miners should all work on getting us some ore, so that we can win the kings favor and because we already have a carpload of stone. Our scouts should check out the area north and east of the ruined watchtower. The guards should go with the miners to the mine.

In a month or two, after we have a good stockpile of food, we can begin working on getting some wood for that sawmill, and from there upgrade our HQ and work on that pier. Hopefully the king will send us some wood or laborers or something.
« Last Edit: June 20, 2011, 03:18:22 pm by Angle »
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Immortal

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Re: The Outpost - Dawn of a new colony
« Reply #202 on: June 20, 2011, 04:02:34 pm »

I believe, we have this last month to send ore home? Lets keep sending it through like past turns(request laborers with their own food).
Farmers farm, Guards guard, 30 Hunters hunt, 10 Hunters and all Builders cut wood, Miners mine ore.
The scouts need to go unguided east south east (if we can have them go unguided in a direction?)

!!!!The scouts should not be going in that direction(north east) with so few scouts!!!! They would be easily killed at such small numbers, also we do not need to prod into dangerous territory yet. Lets see if we can find something useful near the swamp or in the forest.

Neyvn, thanks for doing that math. Happy others agreed on building farms at the start of the season.
Angle I agree with your views on food and the sawmill, though we should shift a few of those hunters to assist the builders in cutting wood. And sure Hq before Wall, obviously open to change (I'm curious why though?).
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Angle

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Re: The Outpost - Dawn of a new colony
« Reply #203 on: June 20, 2011, 04:16:20 pm »

HQ will let us train more scouts and give our workers militia training.

For he scouts, when I said north east, I meant north east from the ruined watchtower. that would indicate that they explore the unknown area between the forest and the swamp.

For our hunters, I think they should work on hunting only. We really need to build up a good supply of food. The builders cutting wood is a good idea though.
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #204 on: June 20, 2011, 04:20:32 pm »

Lets just train that 41st hunter to be a farmer so we have 66 Farmers, build another 2 farms as the lumber comes in (Which will take 6 builders I believe) and go with your Hunters/Remaining Builders work there. Forgot about the kings deadline for the extra ore so yeah lets get as much in as we can, naturally shipping home straight away...
AND WHERE ARE THOSE MIGRANTS WE WERE PROMISED!!!!
Hunting is not as reliable as farming so getting more wood with 10 Hunters is a good idea. We still really need to bump the amount of Farms to around 36 to make the min needed for food, so getting that before Spring ends would be wise as that would give us the required number for starting to produce excess food for Storage if those Migrants come this Month we can use them to harvest wood and up more farmers/farms to get a new amount needed. Prob around 38 or 40 would be the ideal goal for now. I say we should always have 2.5 more Farmers then any other kind of Food Gathering Job...
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Angle

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Re: The Outpost - Dawn of a new colony
« Reply #205 on: June 20, 2011, 04:48:05 pm »

Remember, farms produce 5 food if run by two farmers. That would put us well over the minimum food required.
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #206 on: June 21, 2011, 01:46:55 am »

Remember, farms produce 5 food if run by two farmers. That would put us well over the minimum food required.
Not seeing this as a bad thing yet...
Looks over the last few turns...

"OMG WE ARE RUNNING OUT OF FOOD!!!"
"QUICK EVERYONE HUNTS!!!"
"YAY FOR DISCOVERING FISHING!!!"
"SEND HOME A REQUEST FOR MORE FOOD!!!"
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #207 on: June 21, 2011, 01:48:34 am »

Also remember, We've sent him -more- than enough ore. So whatever we mine now is ours. We may need a blacksmith shortly. I like the rest of it, moving us to more farmers and farms.
I have a feeling upgrading our windmill may be a strong move, as that reportedly gives us better food income off farms. I say that should slot into our plans after our Sawmill. We're not stable. We're still in danger. So again, caution. Lets also stop thinking expanding out and start expanding up (Improve, not expand).
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Neyvn

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Re: The Outpost - Dawn of a new colony
« Reply #208 on: June 21, 2011, 01:55:58 am »

Indeed...

This lack of Lumber is becoming tiresome. When the Migrants arrive we need to put them on Woodcutting duty, if anything they will be getting better results over the Builders...
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Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #209 on: June 21, 2011, 02:01:55 am »

We've spread ourselves too thin, but to this day we can proudly say we've failed NO mission of the homeland.
But lets start working on improving our own colony.

Also, Im surprised this fell by the wayside. Our scouts should be seeking the lizardmen. This, is valuable to us.
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