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Author Topic: Archipelago: Colonization (yet another colony game)  (Read 10388 times)

Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #180 on: August 17, 2011, 10:16:14 am »

Why don't we find a tranquilizer instead? Then we could use it to both capture a breeding pair and render the others incapable of fighting back so we can kill and butcher them. I really don't want to wipe out such an awesome resource.

To kill them, we could try using methods from dragon-slaying stories! I assume they eat their food whole if it is small enough because they are like reptiles (everything is small enough to these things). So we could kill a sheep or similar sized animal and stuff it full of something sharp like glass or weaponry. It could cause a bunch of internal damage. Or we could lace the corpse with a poison that is rendered inedible when cooked (like everyone is trying to find).

As for the firefly thing, that's a great idea for keeping them out. We could put the paste on the caltrops or around the perimeter.
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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #181 on: August 17, 2011, 02:17:59 pm »

Or we could lace the corpse with a poison that is rendered inedible when cooked (like everyone is trying to find).

I think you mean edible when cooked, not inedible. Were trying to find a poison that would allow the meat to be able to be eaten (edible) after cooking.

Also:
I'll just let you go without an armed escort in a land with giant lizards, but do we really want to poison 8 tons of potentially perfectly good food? When Winter comes, our stores of food will be in the floor, and the only way we'll ever make up the difference is if we have the 8 ton lizards hung up and salted. Poisoning them will only result in us having repelled a threat to no gain for us except perhaps more combat-readiness, but a few starving colonists isn't too great at combat.

Good point. A few guards would be a good idea. I just wasn't sure how ya'll would react when I made what is basically an honor guard for myself.


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. Captain Raset will take another 5 miners and 10 guards and prospect for any poisons metal/element. And perhaps have some herbalists trained? For examining plant poison potential?
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Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #182 on: August 17, 2011, 02:20:26 pm »

Or we could lace the corpse with a poison that is rendered inedible when cooked (like everyone is trying to find).

I think you mean edible when cooked, not inedible. Were trying to find a poison that would allow the meat to be able to be eaten (edible) after cooking.
Oops. Yeah. My mistake.
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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #183 on: August 19, 2011, 08:38:48 pm »

BUMP!
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Quote from: syvarris
Pyro is probably some experimental government R&D AI.

Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #184 on: August 19, 2011, 08:40:43 pm »

Good idea. Do not want die!
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #185 on: August 19, 2011, 09:04:16 pm »

I'll update tonight. Had another rough week.

Edit: any info you would like from me before I do the update later?
« Last Edit: August 19, 2011, 09:06:34 pm by Nadaka »
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #186 on: August 20, 2011, 10:00:26 pm »

Re: magic

Magic is powerful but relatively subtle. Not going to be throwing fireballs but it can make a big difference.
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #187 on: August 20, 2011, 11:30:58 pm »

20 miners and 4 sailors work to enhance the cave trap by digging a series of pits with wooden spikes and then covering them. If the thunder gods can be lured in, they will almost certainly be injured even before the larger trap is triggered.

A well armed scouting party including Raset, 10 guards, 5 miners and 5 scouts scours the island looking for poisons usable against the thunder gods. This expedition was largely unsuccessful, nothing practical for use was found. On the plus side, they are able to keep an eye out for thunder gods and avoid drawing to much attention.

Farmers work the 19 farms and produce 126 food.

4 fishermen with spears work the fish traps and produce 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 spears and produce 78 food.

9 wood cutters cut wood and produce 45 wood.

The 10 masons continue working on the wall at the gold site. They finish before the end of the month with enough time left over to contribute towards the construction of the gold mine. 5 miners also continue work on the  gold mine.

14 carpenters and 12 colonists work on constructing farms adjacent to the existing farm site. They build 8 farms.

5 metalsmiths smelt 45 bronze at the beginning of the month, and they spend the rest of the month building shields and armor, producing 3 of each.

Your 15 archers spend most of the month alternating between watching over the other colonists and constructing bows. They manage to get 4 more bows constructed.

Your shepherds herd sheep on the plains north of the main camp. 2 of them and 10 sheep do not return to camp. Large three toed footprints are found in the area.

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

eating: -203 food
farming: +126 food
Fishing: +93 food
farm construction: -8 food -40 wood
wall construction: -25 stone
gold mine construction: -6 stone -7 wood
spikes: -20 wood
woodcutting: +45 wood
smelting: +45 bronze -9 tin ore -36 copper ore
metalsmithing: +3 bronze shields +3 bronze armor -12 bronze
fletchery: +4 bows -10 wood

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

It is mid summer

Next contact with parent civilization is early autumn

68 colonists
5 scouts
15 guards
14 carpenters
10 masons
30 miners
8 fishermen
9 woodcutters
2 acolytes
15 archers
9 sailors
5 metal smiths
3 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
Comrad 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)
106 food
94 wood
20 axes
20 hammers
22 bows
22 spears
30 picks
10 clubs
3 canoe
16 stone
10 caged rabbits
1 might moose antlers
1 altar of death
1 altar of air
41 bronze
14 copper ore
3 gold
18 cloth
5 nets
15 sheep
5 horses
13 shields
13 armor
1 artifact earth staff

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

Farming Site 2:
Buildings (8/20)
8 food farms

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 (19/60)
Stone Wall

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.

Roboboy33

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Re: Archipelago: Colonization (yet another colony game)
« Reply #188 on: August 20, 2011, 11:41:05 pm »

the stocks are approximately 470/1000, i did the math.
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Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #189 on: August 21, 2011, 03:09:22 pm »

Is it possible to learn another trade? Or can you only learn three things?
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Alternatecash

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Re: Archipelago: Colonization (yet another colony game)
« Reply #190 on: August 21, 2011, 09:39:36 pm »

If you can learn another trade, Setos needs to take up the study of sorcery or alchemy, depending on what's more acceptable. I'd like to start work on a proper temple soon, we may need to be able to beg for miracles.
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areyoua

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Re: Archipelago: Colonization (yet another colony game)
« Reply #191 on: August 21, 2011, 09:50:07 pm »

I think learning is the least of our worries. The Lizards are already chomping on our shepherds! I suggest that we either give them an escort of a few archers or find safer pastures.

Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #192 on: August 22, 2011, 05:16:52 am »

If we have any extra masons, designate them to start laying a foundation for the temple. It shouldn't detract from the lizard situation.
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Alternatecash

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Re: Archipelago: Colonization (yet another colony game)
« Reply #193 on: August 22, 2011, 03:11:15 pm »

Let's not forget the earth staff. That should help.
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Tidal

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Re: Archipelago: Colonization (yet another colony game)
« Reply #194 on: August 22, 2011, 08:53:21 pm »

Aye, that it would. What exactly does it do, again?
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