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Author Topic: The Outpost - Dawn of a new colony [Zzzz]  (Read 27848 times)

ArKFallen

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Re: The Outpost - Dawn of a new colony
« Reply #330 on: July 21, 2011, 03:09:25 pm »

We could send the scouts down south in a canoe to chart the lake or send them SW to poke around the river to even out the map a little.
Otherwise I say we go on as normal, builders upgrading HQ, miners mine stone, woodcutters, collectors(Mana Harvester/Master?), hunters, and farmers do their thing.

Edit: So we have 2 specialist jobs: Builder and the Mana-men. Good to know Toaster.
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Twi

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Re: The Outpost - Dawn of a new colony
« Reply #331 on: July 21, 2011, 07:39:20 pm »

Arcanists sounds like a good name.

And yes, I can't help but agree. Builders upgrade the HQ, mine stone with miners, have everyone else , well, do their respective jobs. As for the future, I'd also like a wall and/or a watchtower, then blacksmith.

Out of curiosity, has anyone considered dismantling the watchtower to the SE for wood? Can we even do that? It's not really doing anything for anyone. (Unless, of course, doing it will incur wrath from the nomads who I forgot the name of, that is...)
« Last Edit: July 21, 2011, 07:41:21 pm by Twi »
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Immortal

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Re: The Outpost - Dawn of a new colony
« Reply #332 on: July 21, 2011, 10:39:33 pm »

I agree with everyone, we should also request more people seeing as we have found the crystals and are now holding a team for them.
I also asked about the watch tower a bit ago and it is appearently useless and rotted out.
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ashton1993

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Re: The Outpost - Dawn of a new colony
« Reply #333 on: July 22, 2011, 01:27:33 pm »

Another possible source of food I thought of, being nomads, could be ask the Rak'Tar for domestic animals and in exchange lend them a few skilled workers, if they become our allies and we can strengthen them they'd make a good defense against the hostiles in the north.
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stabbymcstabstab

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Re: The Outpost - Dawn of a new colony
« Reply #334 on: July 22, 2011, 01:57:00 pm »

Thats a good plan lets do it
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Twi

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Re: The Outpost - Dawn of a new colony
« Reply #335 on: July 22, 2011, 02:22:45 pm »

I notice a lack of saying what to do with said domestic animals in there. >_>

Also, I'd rather have some defenses of our own than rely on allies to do all the protection. On that note, we should build a watchtower or at least a watchpost on the ore mine at some point. It could come under attack, and we do need to scout out that area regardless.
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Immortal

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Re: The Outpost - Dawn of a new colony
« Reply #336 on: July 22, 2011, 03:59:23 pm »

I believe it was agreed upon several months ago after our scouts were ambushed that the northwest is off limits for scouting or probing except for the ore mine, I also suggested at that time fortifying the ore mine as a possible F.O.B when we have more soldiers. I still stand to keep the nw off limits.

The trading with nomads for domestic animals is a good idea, it was said earlier we would use them for work, mounts and food, obviously depending on the animal we aquire. We could give them crops to grow and train them to farm?
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ashton1993

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Re: The Outpost - Dawn of a new colony
« Reply #337 on: July 22, 2011, 04:26:01 pm »

We could give them crops to grow and train them to farm?
Hehe, I quite like the idea of us ascending the nomads into a more civilized lifestyle.
« Last Edit: July 22, 2011, 04:28:05 pm by ashton1993 »
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Terenos

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Re: The Outpost - Dawn of a new colony
« Reply #338 on: July 22, 2011, 04:28:01 pm »

And certainly bring their troubles to us when we are ill prepared to deal with much of anything. Yep. Certainly a wise move there.
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Twi

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Re: The Outpost - Dawn of a new colony
« Reply #339 on: July 22, 2011, 04:42:15 pm »

And certainly bring their troubles to us when we are ill prepared to deal with much of anything. Yep. Certainly a wise move there.

^
I'd rather not have to rely on other civilizations or deal with their problems right now. Maybe later we can strike up major alliances, but first we should be able to hold our own.

As for the scouting...Eh. They probably have a mountain stronghold or something to that effect. We need to at least see if there's anything in the immediate vicinity.  I don't like having an ore mine with unexplored hexes adjacent to it. :/ Maybe having a watchpost/tower should reveal the terrain around it? It is for looking around, after all. Something to ask Toaster, I guess. If that doesn't work, I dunno what we'll do, but I'd still want a watchtower or defenses.
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adwarf

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Re: The Outpost - Dawn of a new colony
« Reply #340 on: July 22, 2011, 04:50:58 pm »

I would suggest building a wall at the Mining Camp, since it seems to have the highest chance of coming under attack, and then we should build a watchtower there so the hexes around it are revealed, adn we see what we are dealing with in its immeditate vicinity.
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Immortal

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Re: The Outpost - Dawn of a new colony
« Reply #341 on: July 22, 2011, 06:11:51 pm »

We agreed to build the headquarters first right? Then we will build a wall, it is of no use if there is no guards to take advantage of it..
Anyways I believe giving a few farmers to the nomads is nothing in exchange for some animals we can raise.. We are not taking on their problems at all as I see it, just a trade.
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ArKFallen

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Re: The Outpost - Dawn of a new colony
« Reply #342 on: July 22, 2011, 07:32:53 pm »

How about we go for the HQ, not sell our brethren to the Rok'tar, grow our resource stocks, and hold off on fortifications and the like until we have people to actually take advantage of it. I don't know about you, but I don't think nine guards can cover our weaknesses and keep defenses up alone. It may work for dwarves but we are humans here.

A watchtower will be helpful later but currently we need to turn ourselves into an industrial power house, and get the widest variety and most advanced of upgrades (mostly for production and resource gathering) done. While we have been here for 3 years we aren't well established enough to prepare for war, we are almost at utmost efficiency therefore no easy conscripts/soldiers. So we can only hope that we can build ourselves into a regional power before the natives go hostile (or the hostile natives go inquisitive). After that we could develop into a warmachine to defend ourselves/eliminate all threats/get quality exotic slaves for the Homeland/safely explore/learn or what have you.
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Toaster

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Re: The Outpost - Dawn of a new colony
« Reply #343 on: July 25, 2011, 03:48:34 pm »

Good idea on towers revealing hexes.  The Watchtower (not a Watchpost) will reveal all surrounding hexes... but not necessarily revealing all features of it like scouts would.  A forest would be obvious- a small cave would not be.

Also, Arcanists.  10 bonus points for Terenos.

Sadly, one of you pissed off the RNG.



Spring begins to heat up into summer- another very hot summer is expected.

Our four scouts headed along the lake shore to explore farther past the Alash city.  Only three returned.  While exploring, they stumbled across a nesting crocodile.  Scared, it bit the leg of one of the scouts clean off.  The others tried to save him, but it was no use.  Poor fellow.

The farmers and hunters shared in the misfortune.  A very low harvest was not saved by the new windmill, and our hunters were unable to find anything.  The Arcanists collecting mana crystals were only able to return with a single one, which was sent back to the homeworld disappointedly.  They complained of poor travel back and forth to the cave.  Building a road is possible, but tricky through the dense forest.

The woodcutters seemed to be the only ones with any success, as they continued to pull in log after log.  The new stone miners settled in to quarry work with no problems.

Construction went well on the improved headquarters.  I estimate it to be thirty percent complete.

The King, excited about the prospect of the mana crystals, sent us twenty-five laborers.  A house was built for them by his builders as well.  Our housing is full, but we have many more workers now.

The heat is coming.  What will we learn in the summer?


Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)


Seriously though.  Half your rolls were 2 or worse... with two 19s (I roll d20s).  A very extreme turn.  You should be happy your builders didn't throw a 1- that HQ will take long enough as is.

A road through deep forest costs +25% in both resources and time.
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stabbymcstabstab

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Re: The Outpost - Dawn of a new colony
« Reply #344 on: July 25, 2011, 04:08:12 pm »

Build the road it be worth it in the long run
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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