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Author Topic: Archipelago: Colonization (yet another colony game)  (Read 10397 times)

PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #150 on: August 15, 2011, 07:40:31 pm »

Mhmm...

Damn, I wonder how much bronze would be needed to build a wall around a hex?

Or, How about bronze plated stone blocks?
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #151 on: August 15, 2011, 07:56:33 pm »

Quite a bit of bronze would be required for a bronze wall. More than it would for stone.

There will be a new update tonight.
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areyoua

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Re: Archipelago: Colonization (yet another colony game)
« Reply #152 on: August 15, 2011, 09:33:56 pm »

Is there any chance I could muscle in on this? If so, here's my character's bio.

Name: Captain Ay Sor
Skills: Medicine, Surgery Sailor
Bio: Ay have had a dream, and that dream was that all the slaves, and all the slave owners could sit as one at the dinner table together in harmony. He had a dream that the fruits of the tree and the wheat in the field belonged would belong to all, that the only way that was to happen was for the proletariat people of the field to rise against the bourgeoisie lords of the land, and that's why Ay had to leave for the colonies. Before he wrote his book and started calling for revolution, he was practicing medicine throughout major urban areas as a doctor ignoring borders. It was his seeing the starvation and poverty along his journeys that finally changed his views and got him sent aboard a ship to Siberia the colonies. On the ship over, injuries were all over the place, and he was the only one with knowledge about human anatomy, and he quickly learned which surgical practices were good, and which were terrible, but not before a quarter of the ship lay bleeding in the surf.

Boy that was longer than I thought it would be. Started off Martin Luther King Jr, and winded up with Marx. Although you might question the effectiveness of Bronze Age medicine, the Ancient Egyptians were well known in their time for their medical knowledge, and the long experience of Ay should make up for any bad practices he had learned, and we all know that with the piles of injuries DF players will rack up, a doctor is sorely needed.

Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #153 on: August 15, 2011, 09:44:04 pm »

Nice to have you on deck, Captain Eye Sore Ay Sor!
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areyoua

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Re: Archipelago: Colonization (yet another colony game)
« Reply #154 on: August 15, 2011, 09:49:26 pm »

Was it really that obvious? Well, I expect that it was very obvious, though I did try to through in as many "I" references as possible, but it is annoying to write, "Joe attacked Ay!" Or anything that has Ay as an object rather than as a subject. (like in that sentence)

Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #155 on: August 15, 2011, 09:51:47 pm »

Doesn't matter what your name is, we could use a medic - especially now that people are going to be losin' limbs and other parts with these "Thunder Gods" out and about.
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Alternatecash

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Re: Archipelago: Colonization (yet another colony game)
« Reply #156 on: August 15, 2011, 09:54:56 pm »

Caltrops. Although, at the scale I'm thinking of, these will be more like razor-edged tank traps. More effective than a wall, as they'll allow us to fire through them, or form a hedge-line with long spears.
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #157 on: August 15, 2011, 11:42:06 pm »

update pending, must process last 5 posts.
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #158 on: August 16, 2011, 12:00:23 am »

votes:
*Captain Runihura is training additional carpenters

2 for finish dock soon?

1 for Build gold mine/fort in swamps

1 for Begin construction of temple underneath the quarry site.

1 for construct thunder god trap

1 for caltrops

======================

Your 38 colonists continue to farm produce 110 food.

4 fishermen with spears work the fish traps, producing 15 food.

The ship goes out with 5 sailors and 4 fishermen and 17 colonists to fish the deep site with the 5 nets and 6 remaining spears and produce 61 food.

Captain Runihura trains 5 colonists in carpentry. 1 is a natural and is available for work early, 2 more complete training at the end of the month, 1 fails and another manages to mangle his arm and will be unable to work next month.

In order to handle the very urgent matter of the thunder gods all the captains come together and discuss their options. Trapping seems to be the method of choice. Digging an artificial cave is suggested, but time is scarce and we have a natural cave available at our stream source, but it will require they are lured across the plain. A dead fall of rocks and logs can be suspended on the hills over the cave and with any luck it will trap them, injure them or at least reduce their mobility enough for our guards and archers to deal with them. 25 miners, 4 sailors, 5 shepherds and 5 scouts work on this project.

One of last months goals was the preparation of archers, with the barracks completed this has become easier. 5 colonists are trained as archers.

5 of your archers attempt to fashion bows, with their related field, they are somewhat more capable than the average colonist, they manage to get 6 functional bows crafted.

6 carpenters continue work on the dock, joined in the last 2 weeks by the rapidly trained carpenter, they complete the dock.
*Note: I decided to reduce the cost of the dock to 60, the same as most of the other big resource buildings.

5 archers, 5 carpenters, 10 masons and 5 miners and 5 colonists with Raset and Thamos move to the gold site in the swamp to create a new site. The masons manage to get the wall over half its full height, making at at least some use as a fortification. The carpenters colonists get one modest house constructed. The miners get about 1/10th of the mine completed.

9 wood cutters cut wood, producing 55.

Your guards continue to patrol.

Near the end of the month the deep forrests have been flushed of game and the thunder gods begin to eye your people as slower and easier prey.

You gain 5 sheep from the obvious methods.

Captain Ay Sor decides to inform his compatriots of his medical abilities, it might be useful.

5 metalsmiths and Ehndras Aurea work hard improvising caltrops large enough to slow down an 8 ton predator. After smelting a batch of bronze, they manage to improvise 8 such devices. It consists basically of a pair of wooden planks with a 4 foot long barbed bronze spike protruding from where they cross. Its not enough to surround a city, but it could be useful.

======================
eating: -203 food
farming: +110 food
fishing: +76 food

training:
-8 colonists
+5 archers
+3 carpenters
+1 injured

crafting:
-22 wood
-16 bronze
+6 bows
+8 huge caltrops


woodcutting: +55 wood

construction:
dock: -10 wood
modest house: -10 wood
wall: -35 stone
mine: -6 wood


======================

It is early summer

Next contact with parent civilization is early autumn

68 colonists (1 injured)
5 scouts
15 guards
14 carpenters
10 masons
30 miners
8 fishermen
9 woodcutters
2 acolytes
15 archers
9 sailors
5 metal smiths
5 shepherds

Captain Rahotep: Sailor, General, Diplomat
Captain Thamos: Architect, Builder, Sailor
Captain Setos: Sailor, priest(death)
Captain Harnki: sailor, warrior, strategist
Captain Raset: metallurgy, metalworking, sailor
Captain Runihura: sailor, guard, carpentry
Captain Ehndras Aurea: Sailor, Archer, Metalsmith
Captain Ay Sor: Medicine, Surgery, Sailor

Landing Site:
Buildings (7/20)
Meeting Tent
1 beached ship (can be deconstructed for +50 wood and +15 cloth each)
1 moored ship
2 fish traps
Harbor breakwater
Dock

Stocks (?I can add later?/1000)
90 food
151 wood
20 axes
20 hammers
18 bows
22 spears
30 picks
10 clubs
3 canoe
47 stone
10 caged rabbits
1 might moose antlers
1 altar of death
1 altar of air
8 bronze
50 copper ore
9 tin ore
3 gold
18 cloth
5 nets
25 sheep
5 horses
10 shields
10 armor
1 artifact earth staff

Farming Site (2 tiles N-NE of Landing Site):
Buildings (20/20)
19 food farms
Bridge to hills

Plains Site
Buildings (20/20)
20 modest homes (100 capacity)

Quarry Site (10/20)
4 modest homes (20 capacity)
watch tower
Quarry
barracks

Ore Site (12/20)
Ore Mine
Forge
7 modest homes (35 capacity)

Gold Site (5/20)
1 modest home (5 capacity)
Gold mine (6/60)
Stone Wall (35/60)

Morale: 68%
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Take me out to the black, tell them I ain't comin' back...
I don't care cause I'm still free, you can't take the sky from me...

I turned myself into a monster, to fight against the monsters of the world.

kaian-a-coel

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Re: Archipelago: Colonization (yet another colony game)
« Reply #159 on: August 16, 2011, 03:20:19 am »

er, i'm not in but i'll strongly suggest you to take another hex for farming. you guys eat more than you produce.
Plus, you could produce food, but also cloth and booze.
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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #160 on: August 16, 2011, 04:43:49 am »

Good point. I second another farm tile adjacent to the current one.

Also, caltrops that size may be able to irritate one of the lizards, maybe even put a hole in it's foot, but not much more.
Also, the problem with being able to shoot through something: You can be shot back. I propose a Ledge wide enough to stand on halfway up the swamp wall, with access to the ground on the inside. Then, the second half of the wall will be made with arrow slits, like these:

http://en.wikipedia.org/wiki/Arrow_slit

Anyways, continue construction of the gold fort.
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areyoua

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Re: Archipelago: Colonization (yet another colony game)
« Reply #161 on: August 16, 2011, 09:06:48 am »

Looking at the way I Ay was introduced, it seems very unlikely that he's a captain, so I'm just going to ask for a more fitting name. Comrade Ay Sor works, right? And start preaching to the people the ideals of communism!

Anyway, with a fight with the Thunder Gods, I think that it's time to get an infirmary up and running, if possible. Also, there's still not enough housing to fit all 195 of our people, but we do only have 35 to go, so I would suggest investing as many carpenters into that as possible. Farms would be nice, but with farming and fishing we have at least a few turns before that really starts to get concerning.

kaian-a-coel

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Re: Archipelago: Colonization (yet another colony game)
« Reply #162 on: August 16, 2011, 09:21:46 am »

and at least a few turn before new farms become functionnals. builds farms now, next infirmary and then you can start thinking about these T-rexs with feathers.
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areyoua

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Re: Archipelago: Colonization (yet another colony game)
« Reply #163 on: August 16, 2011, 09:30:44 am »

But the lizards have already run out of food in the forests, and they must be getting hungry for some human flesh. The lizards are an immediate threat, whilst at current levels, we have enough food to last for at least 4 months, probably more once we butcher the corpses of the lizards after our glorious revolution, er, I mean victory. I by no means was suggesting that Ay will overthrow the fat cat rulers and initiate world revolution

kaian-a-coel

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Re: Archipelago: Colonization (yet another colony game)
« Reply #164 on: August 16, 2011, 09:40:55 am »

oh. i must have misread, i didn't know that these carnosaurs were currently searching for food in our direction.

For them, i propose plan Leviathan 40k: evacuate all villages where lizards are leading (when too close), avoid all direct contact, and use any meat we have to redirect them in another region. Far. With traps (I +1 the fallings logs and rocks.)
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