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

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BadgeAddict
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Re: Colonizing the New World (Open to all) (OOC)

Post by BadgeAddict » Thu Sep 07, 2017 3:11 pm

That's fine.. Stay safe.. I'll explain more as needed.

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

Post by M0rtimer » Thu Sep 07, 2017 3:12 pm

Ah, it's the "improvised" mill gathers wanted to make, right? I was actually planning on going straight for a "big" one, but we can make do with this for now- I'll just have to make an estimate of how much wheat we'll need to reach it's max capacity. (It's two acres, by the way. Two acres to utilize it to it's best potential, unless my math is wrong/ it uses a worse modifier)

Also, I'm assuming we have a decent animal to work it?

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BadgeAddict
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Re: Colonizing the New World (Open to all) (OOC)

Post by BadgeAddict » Thu Sep 07, 2017 3:36 pm

Hah.. As if... Can sheep, pigs or goats work it?

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

Post by M0rtimer » Thu Sep 07, 2017 3:37 pm

Maybe it's a really big pig... :shifty:

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spiderwrangler
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Re: Colonizing the New World (Open to all) (OOC)

Post by spiderwrangler » Thu Sep 07, 2017 5:30 pm

Let me know if you guys have projects that need metal parts for the future. Planning on spending the winter forging various bits and pieces we need to make all our dreams come true, in addition to probably more farming tools.
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GathersIngredients
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Re: Colonizing the New World (Open to all) (OOC)

Post by GathersIngredients » Thu Sep 07, 2017 11:26 pm

Why wouldn't a goat be able to do it? There are mills like that, which are being worked by donkey, and they are not that much bigger. :P Besides, Bjorn knew what animals were around and he crafted the mill with that in mind, so it should be possible to make more harnesses for smaller animals and just have e.g. 3 pigs do the same work as 1 donkey.

BTW, thank you very much for dissing my efforts ("shitty, slapped together mill" :roll: "wanting to make a big one straight away", pfff, if that is so, where is it, I ask you?) to make flour & bread available as soon as possible, even if the efficiency isn't high. >:( Of course it isn't top notch, but at least Bjorn did the best he could and it is readily available NOW. He usually doesn't get a whole bunch of workers at his disposal to help him with projects, either.

@metal parts: I'd say nails, bolts, nuts and such (everything needed to make more buildings), as I would like to start making houses for individual families in spring, I don't think we can argue another winter (after this one) with everyone in the town hall sensibly, now that the worst of the food problems are taken care of.
OR, depending on who we were being watched by, we might need to build a stockade soon, but that is also best accomplished with the necessary parts. ;)

@farming/animal keeping, some suggestions to help auto-pilot Freya:
*) harvest hay/other feed plants for the animals to eat during the winter
*) shear sheep and collect wool
*) when/if needed: slaughter all male young pigs but one (best to keep one spare inseminator around, in case the old one kicks it), they are only additional mouths to feed, keep the females.

@GM: it seems your last update post is missing the manifest, can you please add it back in? :)
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Re: Colonizing the New World (Open to all) (OOC)

Post by BadgeAddict » Fri Sep 08, 2017 4:44 am

Gathers, I know that when you said a simple mill you meant the picture. But 2 things you should understand from my point of view.
1. The millstones that you were provided are specifically cut to be used on top of one another like a sandwich.
2. I would wonder whether or not what you showed me would have been used in colonial times, but rather maybe latin america.

Thus, allow me to tell you what you built:
The simple construction you made was one grindstone resting on top of another one. One of the grindstones is connected to 2 to 4 rods, spaced equally out from the top of the construct to the sides. there is a small hopper above the construction and a small trough below. Wheat is placed inside, flour comes out.

^This is what they built, because this is what they know.


Poor efficiency comes from a few things.
1. It's open to the elements, so it can't be used on overly wet days, and you have to wait till it drys to use it again.
2. It's man-powered, and men can only go for so long.
2.a. I may be willing to accept goats, but only if there were multiples tied to each post, and you don't have that many.
more reasons...

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

Post by GathersIngredients » Fri Sep 08, 2017 6:21 am

I'm not objecting to it being not overly efficient. Nor to slight design changes, even if I would have appreciated it if you had described them, when the thing was built, after I made clear what I had in mind.

I'm objecting to you calling it shitty, badge. There's no need for such language.

It's the best Bjorn was able to come up with the given situation, materials and work force.
It was meant as an interim-solution until we have the time and capacity to make a "big" one. In order to help solve the very accute food crisis NOW. So again: ofc it is not top-notch efficient. I was aware of that (very likely) possibility before I had Bjorn make it.
But it's still a big improvement to what we had before, namely NO means to make flour and bread AT ALL.

and @m0rt: If you don't want to use it, don't use it. If you want to build a bigger, "proper one", by all means go right ahead and do it. :thumbsup: The community will need it sooner or later.

But I will not accept any name calling or the like.
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Excited for the Dungeon Eyes, Ricki and Lara kissing!
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M0rtimer
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Re: Colonizing the New World (Open to all) (OOC)

Post by M0rtimer » Fri Sep 08, 2017 6:31 am

I never meant to insult your design? I said "improvised" in the sense that while I never was under the impression it'd solve all our issues, that from both a game mechanic/realistic aspect, we'd probably need to construct something bigger to fully sustain everything in the long run... And completely honest, missed that Badge had approved for it to be a "small" building, otherwise I'd probably have intentionally helped you with it- When I mentioned that I wanted to construct a "proper mill", I meant creating one that takes 50 work as mentioned in the original designs. Although by no means do I think the idea is bad, and it'll certainly fare us over for a while. :shrug:

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

Post by BadgeAddict » Fri Sep 08, 2017 6:52 am

Did I say shitty? I apologize, I wasn't trying to insult you, I was trying to make sure you knew it was a quickly and crudely built mill for the purpose of having one more than anything else.

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

Post by GathersIngredients » Sat Sep 09, 2017 2:24 am

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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) (OOC)

Post by BadgeAddict » Fri Sep 15, 2017 4:56 am

Busy week, my apologies, I may be able to get an update up this afternoon. Sorry again.

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

Post by Draco Ex Machina » Thu Sep 21, 2017 8:43 am

Hey, is this still open? It's part of the reason I decided to finally register an account.

If so, can someone give me a breakdown of current standings? I tried to read over everything, but got a little lost.

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

Post by BadgeAddict » Thu Sep 21, 2017 8:59 am

Sorry, been a busy at work to update, but I'm finally on top of/finished with my projects and all new projects are mostly non-existent for now. That being said, my players probably feel somewhat failed as of this point, but an update is on the horizon.

What can I help you with understanding?

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

Post by Draco Ex Machina » Thu Sep 21, 2017 9:34 am

I guess it's just the skills system. I haven't quite figured out how skills work, like with overlap and resource production and such. Example: There's a player who has Blacksmithing, so we don't need someone who does mining?

I've been thinking of a character that has some hunting/gunsmithing/shipbuilding. How much would gunsmithing and blacksmithing overlap, and would gunsmithing include things like cannonry? And does it help at all to have players with overlapping skills?

Also, how does homeland affect things? It's not actually our world, you mentioned the New World being different, or is it effectively more or less the same? Since I am starting later, am I from the same country as everyone else, or would I possibly be from elsewhere? Just a latter shipment from the same place?

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

Post by BadgeAddict » Thu Sep 21, 2017 10:23 am

Skills on the most part would not overlap.

I consider mining and blacksmithing to be different skills. Gunsmithing and blacksmithing would also be different skills, the blacksmith may create some of the parts that are used on a gun, but a gunsmith has the knowledge and understanding of putting a gun together. I would image that larger "guns" such as cannons would fall into a gunsmiths skills.

As to why it is necessary to have different people having different skills, mostly because it's difficult to learn a new skill outside of "learning" it from someone else.

Homeland doesn't change anything and similar to Quarg to started playing recently as a different nation, you could as well.

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thinkslogically
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Re: Colonizing the New World (Open to all) (OOC)

Post by thinkslogically » Thu Sep 21, 2017 10:38 am

Gunsmithing seems like it would rely on some really specialist skills from others tho no? Like, you'd need access to a good blacksmith who's able to cast the fine metal parts required for the firing mechanisms, or to ensure the cannon didn't explode on it's first use.

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

Post by BadgeAddict » Thu Sep 21, 2017 10:39 am

^This is true yes, but that also relies on the skills of the gunsmith. Think of the gunsmith as...the Quality Control person in an engineering department.

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thinkslogically
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Re: Colonizing the New World (Open to all) (OOC)

Post by thinkslogically » Thu Sep 21, 2017 10:49 am

Sure that makes sense. I guess I've played so much Civilisation that it's seeped into how I think about these kinds of games (where skills are hierarchical and rely on having unlocked the lower branches before you can make progress). It may or may not be appropriate for this game, it's just my default way of thinking about it :D

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

Post by Draco Ex Machina » Thu Sep 21, 2017 12:29 pm

Might give up on gunsmithing for now. I'll think about it.

Next question: could I conceivably be a native?

And would hunting include things like archery and bow/arrow upkeep, or would those be separate skills like building traps?

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BadgeAddict
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Re: Colonizing the New World (Open to all) (OOC)

Post by BadgeAddict » Thu Sep 21, 2017 1:06 pm

At this point no, natives haven't been properly acquainted with...ahem...if they exist at all. :paranoia:

Hunting would include archery or guns, traps also.

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

Post by Draco Ex Machina » Thu Sep 21, 2017 1:31 pm

This is early 1500s still right?

I wasn't aware guns were used in hunting yet by this point, though rifling should be invented soon if I recall correctly.

Eh, I'll just go for it.

Player Name: Wim ter Avest
Job Skill Assignment: Hunter 2, Explorer 1, Leathercraft 1, Gunsmith 1
Basic appearance: Tall youthful man with flaming red hair, a thick beard, wild eyes and a broad smile. He has shoulders an axe handle across, but maintains a fairly upbeat demeanor.
Backstory: Wim was the youngest of seven brothers. It was all well and good, but growing up among the forests of the northern lowlands, it didn't leave a lot of opportunity. He spent his first few years seeking trade apprenticed to a leatherworker. While it seemed like a decent trade, and he was picking it up fairly quickly, his wanderlust just couldn't be satisfied with it. After that he sought out apprenticeship with a gunsmith. Guns were the new big things, with cannonry and arquebuses being developed on the cutting edge. It was just when he was starting to get bored with that too that he heard about the need for more bodies on the next expedition to the new world, and he made his way north to seek his fortune.
Things: a checkers set, a wittling knife, a few changes of clothes and some good boots.

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BadgeAddict
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Re: Colonizing the New World (Open to all) (OOC)

Post by BadgeAddict » Mon Sep 25, 2017 9:58 am

Will have a post up here in a little bit. I am planning a few changes though, to make updating a good deal easier for me. I'm back enough for that not to take 2 weeks again, my apologies once again.

Changes are as follows:
You have 2 crop options
1. Vegetables
Production Rate: (5d3)x2 units of food per acre
^Vegetables are instantly added to the Food Supply
2. Starches (Oats, Barely, Wheat), There is no distinction between these starches, they will be used however you need.
Production Rate: (1d3)x5 = Starch, 1d7(starch) = Starch Flour, 1d2(starch flour) = Bread
^Starches are kept separate, and can be turned into flour and then bread. Their base amount can be food, their flour amount can be food and obviously, bread is food. Flour can also be brewed into alcohol.

The advantage to starches over vegetables is that they have the option to create a much greater amount of food, but only if they are processed.

My reasoning is basically, its way too much work to try to break things down as much as I have.

Another change on the horizon is that Flour production is a necessary evil which takes labor but produces all flour possible. The crude mill that was made will take 5 people to run, but it produces all the flour that it can without limit. Better mills will require less people.

While the mill can create any amount of flour as possible, the ovens production is limited based on amount of oven(s), and is not dependent on the number of workers, which requires a minimum of 1 people per 1-9 ovens, 2 people per 10-19 ovens, 3 people per 20-29 ovens, etc

Going on the assumption that 1 loaf of bread can feed 5 people (per day), with avg 30 days in a month = 150 loaves of bread per month for 5 people, or 450 loaves for 5 people for 1 season.
Thus:
1 oven can create 10d5 loaves of bread per season.

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thinkslogically
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Re: Colonizing the New World (Open to all) (OOC)

Post by thinkslogically » Mon Sep 25, 2017 10:20 am

Those are some big loaves if one can feed 5 people! You sure that's the right way round?

Google says one loaf of French bread contains 1200 calories. If we round that up to allow for wholewheat varieties, that's still probably only 1500-2000 calories at most, which would be about the energy requirements for a typical (fairly sedentary) person.

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BadgeAddict
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Re: Colonizing the New World (Open to all) (OOC)

Post by BadgeAddict » Mon Sep 25, 2017 10:28 am

Fair point, but I think I'll leave the 10d5 loaves per oven amount in place, its a reasonable amount of food.

1 more change/option to change.

ToTs, especially now that Spider is working on making them, can be used by NPC's by permanently adding to them. This will, similar to the game colonization, make them into a worker of that variety. This will use up that tool (aka, permanently attach it to them) in the process. Doing this will has pros and cons, The pro is that they will from that moment on, be able to perform on that job at the same rate as a PC, however, they can only be used for that task.


^You must use a +1 ToT to do this.

Colonists can have their profession changed by spending a ToT of a different type, but you lose the first ToT when you do this.

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