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Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 1:10 pm
by spiderwrangler
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Not sure what tools would be suited/needed for getting the bog iron, it is apparently less like mining and more like panning for gold. If you can spare some to help collect it, some to transport it the 10 miles back to town, that would be good. I like your idea of building a shack out in the woods, perhaps we could have a few start work on that? A 3 hour walk to and from the swamp reduces the amount of time we can spend actually collecting it. If we can build a small shack where a contingent can stay and collect it until they have enough to make a trip back worthwhile, they they aren't wasting 6 hours of the day just walking to and from work. Eventually, moving the smelting operation out there could help speed things up as what they are bringing back will be ready to be forged (and possibly less weight to carry?).
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 1:15 pm
by M0rtimer
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We got the wheelbarrows now, don't we? Ought to make things a lot simpler...
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 1:15 pm
by BadgeAddict
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Oh, with the trail now finished, the Hike to and from taking 1 day both ways is now more like, yeah about 6 hours of walking. (cause its still hilly land)
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 1:17 pm
by spiderwrangler
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Yeah, should be able to carry more iron, but 6 hours of pushing a wheelbarrow sounds awful... Probably not more awful than lugging it on your back, but still... walking 20 miles in a day is a rough go of it.
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 1:21 pm
by M0rtimer
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So Badge, can the forge be set up within one season and already be active? Because if so, I'll reallocate some of the workers to help collect ore instead.
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 1:35 pm
by BadgeAddict
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Well, a source of clay will need to be found, but then I don't see why not. <-- but that's just a matter of one of you looking for a source.
Once that's done, and some clay is collected, I would imagine building one won't take more than a season. <-- possible even with taking a month to find a clay source.
^Granted, with clay, you could also make bricks...just saying.
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 4:17 pm
by thinkslogically
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We have guns?!
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 4:33 pm
by GathersIngredients
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yep:
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 5:06 pm
by thinkslogically
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cool! Our Vikings got upgraded by like 500 years
Re: Colonizing the New World (Open to all) (OOC)
Posted: Tue Aug 29, 2017 5:07 pm
by Quarg
I should protest that your not allowing the natives to identify you and slaughter your trespassing nordic ways...
Actually I should just send my poor ancestor to the new world a century and a half early...
John Bates...
Description: Tall, gangly fellow who has long wiry muscles and red hair. Has gray eyes and a tendency not to talk much, but when he does it is mostly in French.
Backstory: Born to a family of Jersey Island fishermen he found himself getting a job for the notorious Tudor governor of the island, Matthew Baker as a boatswain. After Matthew Baker returned to London in 1494 John Bates was in his returning entourage to avoid the wrath of the local Yorkist families. John joined the first and second Cabot expeditions to the new world in 1496 and 1497. However, his brother's prominence in assisting Perkin Warbeck in being proclaimed King during the second Cornish Uprising in September of 1497 means that John Bates finds himself not on the third lost Cabot expedition but hiding out in the Low Country where he is hired by the Union to assist in colonizing the new world. The French-Norman clashes with the Union captain and is left on the beach with the colonists.
Skills:
Fisherman 3
Explorer 1
Carpenter 1
A bag containing some your things that you brought with you:
Marlin Spike
Shuttle (No not a space shuttle a shuttle for working nets or ropes)
whistle
Knife
Spoon
metal pot
box compass
Seamen's Quadrant
Boots, but never wears them usually going around barefoot...
pewter mug.
sword.
Re: Colonists of the New World (Open to all)
Posted: Tue Aug 29, 2017 5:10 pm
by BadgeAddict
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Vikings yes but in the 1500s... You have guns. They aren't amazing.. The only work 50% of the time and in some cases are fatal to the user. They're extremely hard to actually hit your target... But yes, you have guns.
Re: Colonizing the New World (Open to all) (OOC)
Posted: Tue Aug 29, 2017 5:26 pm
by BadgeAddict
Are you applying to play or just antagonizing my survivor s
Re: Colonizing the New World (Open to all) (OOC)
Posted: Tue Aug 29, 2017 6:06 pm
by Quarg
I was editing my post while you posted...
Re: Colonizing the New World (Open to all) (OOC)
Posted: Tue Aug 29, 2017 6:14 pm
by BadgeAddict
It seems you enjoy your history.
Re: Colonizing the New World (Open to all) (OOC)
Posted: Tue Aug 29, 2017 6:14 pm
by spiderwrangler
So the Vikings have abducted a proper Brit? I shall call him Athelstan.
Re: Colonizing the New World (Open to all) (OOC)
Posted: Tue Aug 29, 2017 10:58 pm
by GathersIngredients
Welcome to the game, Quarg.
Re: Colonizing the New World (Open to all) (OOC)
Posted: Wed Aug 30, 2017 12:30 am
by M0rtimer
So does one of our random npc's magically transform into a skilled worker, or does he just wash up on the shore?
Also, do you want me to move this thread as an OOC to the main forum?
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 12:31 am
by M0rtimer
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I edited my post so ten people are going to focus solely on helping Thormod in any way possible.
Re: Colonizing the New World (Open to all) (OOC)
Posted: Wed Aug 30, 2017 3:23 am
by BadgeAddict
Sure
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 1:01 pm
by GathersIngredients
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Can't Bjorn scout for whatever there is to find? I mean, yes, I'd like to have Bjorn go where he would think that clay deposits are likely, but if he sees other stuff that's interesting for the colony (in the vicinity or on the way there), he's not going to ignore it...
@bagde: what happened to the piglets that froze? Can we (or did we) eat them? I'd hate for them to go to waste. I'm sure at least a nice stew could be made of them, depending on which month they died in - as female pigs take 6 months to become adults and mature to a reproduce-able state - if the piglet lived 3 months before freezing, it might already have had some good meat on it.
Also @m0rt, why don't you let more people fish, now that there are more fishing tools? Food seems to be in high demand, so the building could wait a bit, imho.
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 1:05 pm
by thinkslogically
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The piglets don't freeze cos we built a barn in time and froze colonists instead of the valuable, valuable bacon
Unless I missed it of course, but I think Freya saved them all. It was kind of her priority.
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 1:07 pm
by M0rtimer
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@Badge: would it be unreasonable to say that the guys I have on lumbercutting each season would do so while also clearing land for more construction? Or would that take more work? Also as said below and just so you know, again altering my distribution of workers a bit.
@Gathers: Sorry, I blanked on the fact that you had crafted more, allowing for more fishers... I'll adjust my action again to put some more on fishing, but in the long run fishing is much less efficient than farming, so there should only be a limited number on the people fishing, regardless.
Also kind of disagree with that construction isn't important..? Certainly getting some food is, but we've got nearly half our population dedicated to hopefully gaining some skill and consecutively taking care off that- Each building finished is essentially a permanent upgrade, in the meantime, which will help in the long run.
@Thinks: Cargo manifest does say 7 piglets died
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 1:11 pm
by thinkslogically
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aw man! That wasn't in the update (that I read)! Well, I guess we have baby bacon
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 3:17 pm
by thinkslogically
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if we don't have buildings to store the food in, or to process it into e.g. cheese, salted / dried meat / herbs or whatever then it's going to get (at best) mouldy and we'll lose what little we are able to grow. I agree with the guv'nor that we need to be growing food and building storage (and shelters) in balance. We need to be able to produce food more efficiently, but it'll all be for nothing if it ends up rotting in the fields.
I'm not sure we're doing better (or even equal to) hand to mouth right now tho. Still, if you don't want to build in the winter, we might as well may hay while the sun shines
Re: Colonists of the New World (Open to all)
Posted: Wed Aug 30, 2017 4:45 pm
by spiderwrangler
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My goal in the short term is going to be getting the ore to get the forge up and running, with the goal of building better tools to improve farming, etc. Thormod and Bjorn can likely join efforts at some point and make better tools together than we can apart, by dividing labor between the iron and wood needed to make shovels, hoes, etc. We don't even have any items in the cargo that would be easy to potentially scrap to get access to forge-able metal immediately. I can do minor carpentry to help build buildings, but really think focusing on getting smithing done is where my efforts are best spent. Once we have enough decent tools for the gov to be able to assign anyone as needed without worrying about tools, I'll be able to start diversifying a bit.