Colonizing the New World (Open to all) (OOC)

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Theis2
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Re: Colonizing the New World (Open to all)

Post by Theis2 » Mon Aug 21, 2017 3:33 pm

I just realised I'll only be allowed all the power in crisises where half the people are dying from war or plagues I bet I get blamed for your screw ups then! :p
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spiderwrangler
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Re: Colonizing the New World (Open to all)

Post by spiderwrangler » Mon Aug 21, 2017 3:38 pm

I'm just a simple blacksmith. Give me some hot metal to hit.
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BadgeAddict
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Re: Colonizing the New World (Open to all)

Post by BadgeAddict » Mon Aug 21, 2017 3:54 pm

Governor's add their skill bonuses to the plebs they command but otherwise lose the ability to work on their own thing due to their time spent governing. The ability to command the masses loses you the ability to work on your own stuff....on a plus side.. There are ways to lose your governorship before the end of your term...

You wouldn't like how though.

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GathersIngredients
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Re: Colonizing the New World (Open to all)

Post by GathersIngredients » Mon Aug 21, 2017 9:53 pm

I've updated my first post, filling in most info on my char. :D
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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BadgeAddict
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Re: Colonizing the New World (Open to all)

Post by BadgeAddict » Tue Aug 22, 2017 5:22 am

Could the rest of you, when you have the time, please fill out the rest of your character details.

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M0rtimer
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Re: Colonizing the New World (Open to all)

Post by M0rtimer » Thu Aug 24, 2017 6:25 am

Edited my first post with all the stats in them to also add the name: Groff.

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Theis2
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Re: Colonizing the New World (Open to all)

Post by Theis2 » Thu Aug 24, 2017 6:31 am

Whoops, forgot about it. I like how the naming tradition is a bit all over the place with Thinks' character being from Iceland/the Faroese islands, Spiders from Swedenand mine from Denmark/Norway. Still vikingland as Spider put in :lol:
Never mind Spiders choice, it can be used in most places that aren't Denmark. Even Norway can use the son ending. So just us Danes wanting to be special and/or apart from Swedish naming convention :roll:

Navn: Ymer J├©rgensen
Skills:
Doctor 4
Botanist 1
Appearance: Classic Nordic look with blond hair, blue eyes and a short well kept beard tinted with red. While he isn't frail, he does have a slim body showing that physical labour isn't part of his day to day life except for the odd amputation he's had to do.
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thinkslogically
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Re: Colonizing the New World (Open to all)

Post by thinkslogically » Thu Aug 24, 2017 6:54 am

Well, maybe you guys picked me up en route :lol:

I've always really liked the Icelandic naming conventions for some reason :)

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BadgeAddict
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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Thu Aug 24, 2017 1:45 pm

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Fri Aug 25, 2017 6:25 am

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BadgeAddict
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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Fri Aug 25, 2017 7:28 am

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M0rtimer
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Re: Colonists of the New World (Open to all)

Post by M0rtimer » Fri Aug 25, 2017 7:34 am

The idea was for a town hall, that would for now be used as a big shelter, and would later be re-purposed into a proper town hall as other buildings are erected to keep the people in.

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Fri Aug 25, 2017 7:36 am

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M0rtimer
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Re: Colonists of the New World (Open to all)

Post by M0rtimer » Fri Aug 25, 2017 7:40 am

He considered it, but there's a difference between being peeved and outright vengeful. I'm not vouching for next season when the most urgent matters have been taken care off... :roll:

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Mon Aug 28, 2017 3:20 am

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M0rtimer
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Re: Colonists of the New World (Open to all)

Post by M0rtimer » Mon Aug 28, 2017 7:18 am

((Yeah I was wondering about that, but figured that depending on the task it wouldn't really make much difference- For instance, if in one turn I'd want to do 2/3 construction and 1/3 woodcutting, I might as well have everyone work on construction for two months and woodcutting for one month... But if there's a variety of smaller tasks that needs to happen, I know I can split the effort for sure.

Although to be fair, I probably should not have left 75 people be idle due to lack of fishing equipment... :shifty: Wouldn't that mean there's a limit to stuff like lumbering, too..? I figure that if it's more efficient to split tasks immediately to have more tool access I should do that.))

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Mon Aug 28, 2017 7:27 am

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M0rtimer
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Re: Colonists of the New World (Open to all)

Post by M0rtimer » Mon Aug 28, 2017 7:52 am

((Quick question: does construction take any ToT/ are there any that help improve that process? Also does "brush clearing" involve woodcutting, or is it merely considered busywork?))

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Mon Aug 28, 2017 8:03 am

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thinkslogically
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Re: Colonists of the New World (Open to all)

Post by thinkslogically » Mon Aug 28, 2017 8:09 am

((badge, what do we need to do to preserve the food? I'd sort of assumed that was bundled up in "farming" but if there are specific things we need to do to stop the grain etc from spoiling or the animals from dying, that would be good to know.))

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Mon Aug 28, 2017 8:30 am

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thinkslogically
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Re: Colonists of the New World (Open to all)

Post by thinkslogically » Mon Aug 28, 2017 8:43 am

ok, let's store the wheat as flour, and slaughter some of the excess animals for salted meat. The barley I think we should store as flour too, though some of that can be eaten or used as animal feed. Sand barrels sounds good for beans (and a new one for me! i didn't know that would work).

We should consider creating salt pools in the summer (evaporate seawater) to make sure we have a steady supply of the stuff. If we ever move inland / meet inland people it'll potentially be a valuable trade resource.

Once I get some farmers trained up, we can look at starting to brew beer...

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Mon Aug 28, 2017 9:06 am

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thinkslogically
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Re: Colonists of the New World (Open to all)

Post by thinkslogically » Mon Aug 28, 2017 9:23 am

Do we need to slaughter them? I mean, what happens if we do or don't?

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Re: Colonists of the New World (Open to all)

Post by BadgeAddict » Mon Aug 28, 2017 9:31 am

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