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Author Topic: Archipelago: Colonization (yet another colony game)  (Read 10396 times)

Toriad

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Re: Archipelago: Colonization (yet another colony game)
« Reply #45 on: July 24, 2011, 01:22:10 am »

Put half soldiers on sparring activities and the other half on patrols.
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #46 on: July 25, 2011, 12:33:25 am »

*A breakwater for a safer harbor will require stone, and that will require the quarry to be finished.
*I will try to satisfy everything everyone voted for, with 2 votes towards a breakwater i'll invest work at the quarry and 2 votes toward housing housing construction will continue.

The  fleet from the homeland encountered a terrible storm on the way here, many ships in the fleet were lost, but despite this, they arrived early. 3 battered and damaged ships lay anchor in the bay. 50 new colonists are ferried to shore, among them masons, fishermen miners and woodcutters. Miraculously they also unload two gilded and bejeweled altars, one for a temple of death and one for a temple of air. Also unloaded 3 large boats, a supply of food, tools and bronze ingots.

The captains of the 3 new ships meet with the leaders of the colony, a member of the royal family is expecting these ships, HIS ships, to return. They say that the crews of the new ships should be able to perform the labor in time to leave before winter. All that they require is 30 wood and all your cloth. In return they promise to return with a favor in the next year.

*Do you allow them to use the colonies resources and gain favor, or will they have to stay the winter and loose favor?

Farming continues as expected, producing 101 units of food.

The newly arrived wood cutters along with 10 colonists who know the area take axes and are directed to fell trees from the nearby light woods, producing 53 wood.

The newly arrived masons and miners take 10 picks and 10 hammers and restart construction on the quarry. Thanks to their familiarity with stonework and some incredible luck, they manage to use the native stone in place of lumber for this phase of construction, by the end of the month the quarry is 5/6ths complete.

Training of sailors to guards continues with 10 sailors being entering training by 5 guards Rahotep and Harnki. 2 of them take to the training and become guards, 3 suffer injuries and will be unable to work next month.

The remaining guards patrol the area. While no unusually encounters are reported, the guards resolve a fight between 2 colonists with only 1 serious injury.

Captain Thamos, 10 carpenters and 10 colonists with 10 hammers continue construction of houses near the farms, building 3 homes.

The remaining 24 colonists take 10 picks and begin construction of housing in the rock faces on the quarry site. They manage to get 1 modest home fully constructed and a second one about half finished while using only 6 wood.

The remaining sailors manage to dig out one of the ships and ready it for use by the colony.

The fishermen construct two fishtraps near the stream estuary next to the landing site.

The scouts set out in one of the new canoes, continuing the exploration of the coast to the north east that they began last month. Near the end of their journey they come across a canoe at sea. They report that the canoe was nearly twice as large as the ones you normally build and was fitted with a small mast.  On approach they saw someone wearing a strange lizard like mask stand up and let out what they describe as a warcry,  moved quickly out to sea towards the north and away from your island. The scouts, not being experienced seamen were unable to pursue. They report that the canoe was nearly twice as large as the ones you normally build and was fitted with a small mast.

farming (+101 food)
eating (-150 food)
import (+3 canoe, +200 food, +10 picks, +10 hammers, +10 axes)
woodcutting (+53 wood)
construction (-46 wood)

It is Early Autumn


72 colonists (1 injured)
5 scouts
15 guards
10 carpenters
7 masons
9 miners
8 fishermen
9 woodcutters
26 sailors (3 injured, 15 temporary)

Captain Rahotep: Sailor, General, Diplomat
Captain Thamos: Architect, Builder, Sailor
Captain Setos: Sailor, priest(death)
Captain Harnki: sailor, warrior, strategist

Landing Site:
Buildings (5/20)
Meeting Tent
3 beached boats (can be deconstructed for +50 wood and +15 cloth each)
2 fish traps

Stocks (?I can add later?/1000)
370 food
115 wood
15 cloth
20 axes
20 hammers
10 bows
10 spears
20 picks
10 clubs
3 canoe

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

Plains Site
Buildings (12/20)
12 modest homes

Quarry Site (?/20)
1.5 modest homes
5/6ths Quarry

Morale: 79%

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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #47 on: July 25, 2011, 12:36:04 am »

Wait, another captain? Can I take over him? He DID Have 3 ships, so maybe not him, but one from another of his ships?
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #48 on: July 25, 2011, 12:41:39 am »

No new captains. The 3 ships plan on leaving, with or without your help. With your help, they can leave sooner and without? It will probably be spring before they can leave.

That was the plan anyway... I don't think all the first 4 are still contributing anymore so I may consider it.
« Last Edit: July 25, 2011, 12:43:16 am by Nadaka »
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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #49 on: July 25, 2011, 12:48:25 am »

That's no too much to part with, and we don't want to piss off the motherland.... yet. Help them, finish the quarry, and build a breakwater and dock.
Also, when those are finished, we should focus on paving the beach we landed on with cobble from the quarry, so we can build there.
« Last Edit: July 25, 2011, 01:36:21 pm by PyroDesu »
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Alternatecash

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Re: Archipelago: Colonization (yet another colony game)
« Reply #50 on: July 25, 2011, 02:08:17 am »

I concur, repair the supply ships, as it is our duty to serve the homeland. With an altar here, I can conduct more impressive services, the better to prepare for war with the heathens we've seen signs of thus far.
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kaian-a-coel

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Re: Archipelago: Colonization (yet another colony game)
« Reply #51 on: July 25, 2011, 09:05:08 am »

I also vote for helping them.
Also expand farming SW (S from houses), as we eat more than we produce. Spare a slot for a granary later.
In near future, i think a watchtower on quarry tile could prevent attacks from those heathens (or at last miners could flee not too late).
in the town tile, we should spare 3 slots for a casern, a temple and a watchtower, on the future.

Also use the stone first for breakwater. And a dock.
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Dwarmin

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Re: Archipelago: Colonization (yet another colony game)
« Reply #52 on: July 25, 2011, 09:28:48 am »

The Captain starts leading his men on training expeditions into the nearby forest, gathering up strange plants and animals to be taken back to the village and tested.
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Alternatecash

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Re: Archipelago: Colonization (yet another colony game)
« Reply #53 on: July 25, 2011, 01:29:22 pm »

Beer. Beer is a cornerstone of society. We need brewers and distillers, so once the breakwater and dock are finished, we should build a distillery. I'll recruit two colonists as acolytes to assist in clerical and record-keeping duties.
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Taricus

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Re: Archipelago: Colonization (yet another colony game)
« Reply #54 on: July 25, 2011, 01:36:49 pm »

Hand over the cloth and wood, keep farming and cutting wood so that we can build more houses at the settlement site.
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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #55 on: July 25, 2011, 03:10:24 pm »

Let's first get our food stocks more stable before we start brewing. That way, during the winter we won't starve! Also, I say we place Tier 2 buildings (Manufacturing from raw materials IE. Wheat (food) to alcohol) on a foundation of cobble, and near the docks if we want to export, thus: Pave the hex where the ships are beached AFTER the dock/breakwater is built and the ships deconstructed/floated, then build the distillery there.
« Last Edit: July 25, 2011, 03:23:15 pm by PyroDesu »
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Alternatecash

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Re: Archipelago: Colonization (yet another colony game)
« Reply #56 on: July 25, 2011, 06:13:03 pm »

Good plan. We should also train up four or five new masons from the ranks of settlers.
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Nadaka

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Re: Archipelago: Colonization (yet another colony game)
« Reply #57 on: July 25, 2011, 10:44:03 pm »

The sailors from the supply ships begin work making repair of their own ships with the supplies you have provided for them.

As the weather turns a bit cooler the bounty of the harvest seems to grow, producing 126 food.

The miners and masons again take to the quarry, unfortunately they push to hard with taking risks and one of the miners slips and falls to his death. The quarry is completed in two weeks.

For the remainder of the month the miners work on to harvest stone with picks, producing 21 stone.

For the remainder of the month the masons spend the time hauling stone and laying a foundation for the breakwater and using half of the available stone.

10 carpenters begin construction on the dock getting it about 3/16ths of the way complete.

20 colonists take to the forests to harvest wood with axes and produce 35 wood.

5 colonists begin training as masons, with the facilities available only half the month only 3 take to the training.

Setos takes on 2 faithful colonists as acolytes and trains them in the teaching of the the god of death, prayers, funeral rights, passage to the underworld, etc.

Rahotep takes to the local area examining the local flora and fauna accompanied by the scouts and some of the guards.


The forest to the north is a sparse broad leaf hardwood, in the underbrush there is a bristly purple vine with black berry that are edible but tart. The most common animals in the forest with small deer and the occasional wild dog.

The hills and mountains are sparsely covered with dry shrub brush and broken rocks. Other than stone, there are few resources available in this area.

The deep forests to the west are similar to the hardwoods to the north, but the area is more humid and densely grown. In this area is a great beast not familiar in your land. It is a deer like creature standing dearly 9 feet tall with great antlers on its head and it is covered with a thick shaggy coat. It shall henceforth be known as the mighty moose, its as good a name as any even if it doesn't mean anything. This area also has larger and more aggressive wolves compared the other areas of the island.

The plains are covered with a short wheat like grass, but is not as productive as the seed brought from your homeland. It would make adequate grazing. On the prairie the most common animals are rabbits and serpents with occasional wild dogs. Far towards the northern shore you spot but can not capture a creature that resembles an ostrich with a shorter neck, larger head and a long lizard like tail.

The expedition returned with 9 food, the antlers of a mighty moose and a half dozen caged rabbits. Foraging and hunting is possible in most of the areas, but with the exception of the deep woods were the moose roam, most will require a lot more effort to produce as much food as your farms.

the remaining 8 health colonists and 7 healthy sailors complete construction of the cliff house at the quarry and return to constructing 1 additional modest housing near the farms.

The injured sailors and colonist recover from their injuries.

While most of the other colonists busy themselves completing the infrastructure for the colony, 4 fishermen with spears work the fish traps by the stream, catching enough fish to for 9 food.


Another 4 fishermen with spears and a sailor take a canoe out towards the deep water, catching enough fish for 15 food.


It is Mid Autumn
Next contact with parent civilization is early spring.


foraging/hunting (+9 food)
farming (+126 food)
fishing (+24 food)
eating (-150 food)

quarrying (+21 stone)
harbor breakwater construction (-10 stone)

woodcutting (+35 wood)
housing construction (-12 wood)
dock construction (-15 wood)
quarry construction (-10 wood)
ship repair (-30 wood, -15 cloth)

69 colonists
5 scouts
15 guards
10 carpenters
10 masons
8 miners
8 fishermen
9 woodcutters
26 sailors (15 temporary)

Captain Rahotep: Sailor, General, Diplomat
Captain Thamos: Architect, Builder, Sailor
Captain Setos: Sailor, priest(death)
Captain Harnki: sailor, warrior, strategist

Landing Site:
Buildings (7/20)
Meeting Tent
2 beached boats (can be deconstructed for +50 wood and +15 cloth each)
1 moored ship
3 moored visiting supply ships (temporary)
2 fish traps
Harbor breakwater (10/60 complete)
Dock (15/80 complete)

Stocks (?I can add later?/1000)
379 food
83 wood
20 axes
20 hammers
10 bows
10 spears
20 picks
10 clubs
3 canoe
11 stone
6 caged rabbits

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

Plains Site
Buildings (13/20)
13 modest homes

Quarry Site (6/20)
2 modest homes
Quarry

Morale: 79%

Map has not changed
« Last Edit: July 25, 2011, 11:12:20 pm by Nadaka »
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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.

Taricus

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Re: Archipelago: Colonization (yet another colony game)
« Reply #58 on: July 25, 2011, 10:56:21 pm »

Continue farming, building houses and chopping wood. Also start work on designing an irrigation system for the farms.
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PyroDesu

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Re: Archipelago: Colonization (yet another colony game)
« Reply #59 on: July 25, 2011, 11:09:13 pm »

Focus on the breakwater and docks, as well as deconstructing all but 1 ship (Refloat the last ship).
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Quote from: syvarris
Pyro is probably some experimental government R&D AI.
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