The Fortress - Another ArrowNES

Arrow Gamer

America's Dictator
Joined
Oct 14, 2012
Messages
2,057
Location
The Business Plot
What Is This Game?

This NES is inspired (albeit loosely) by both Dwarf Fortress, a game I have never played, and the Realpolitiks sometimes found in Civ 4 Stories & Tales, as well as with a tad of CityIOT, a game run by CivOasis, and Tropico. It follows a group of settlers establishing a settlement in a new, rich land, with no goals except to survive and prosper. You are colonists, so your mother country may occasionally impose demands which you can choose to follow, but other than these occasional 'missions', it is a sandbox.

Mechanics

These are the actual mechanics defining gameplay. Do keep in mind, role play goes a long way towards helping your actions succeed.

Population

Population is the most important mechanic in the game. It decides how much your able to accomplish, the quality of your craftsmanship and the speed of your work. You begin the game with 50 settlers. One settler represents an able bodied person, male or female. Both genders function the same, so I won't distinguish between the two.

However, the main thing which distinguishes humans is their occupation, of which there are 5. These are: miner, builder, crafter, farmer and warrior. Miners excavate and, well, mine. Builders construct and build. Crafters work with the materials given to them by miners, refining them. Farmers grow food, hunt and fish. Warriors battle enemies. You are the ones who assign these; they are not randomly assigned. While each occupation can do any job, they are far more effective when assigned to their designated one.

Population is increased only by immigrants. Birth is not modeled, for ease.

Orders

Each turn, you (the players) decide upon how you will assign your population. You can do this in literally any way, from expanding your mines to building a bridge. By and large, big projects take a long time no matter how many people you assign, and past a point more people doesn't help.

These orders are decided upon by all of you. Whether you vote on it, elect a leader, choose a council, or decide in any other way, I do not care. You all should choose a way, and inform me of it.

Personal orders are also allowed, whether they be to assassinate someone or steal their things. These can be in PM or public, your choice.

Turns last one season.

The Fortress

The actual physical description of your surroundings is in the second post, but as an overview, it is near a mountain, with a river and a forest nearby. You were sent to this spot by your leaders, of the city Stormhold. They seek to expand their empire to across the sea, and will supply you. You can ask them for goods if you need them overmuch, but they mightn't always oblige you. To them, you are just a business venture and, overall, a gamble which may be cut off if it proves to be too costly.

You arrived here with supplies to last a year, tools to begin some mines and a few farms, but not much else. It is up to you to forge your destiny.

The Stats

You have only 2 stats:

Supplies: Each unit represents enough good to sustain the entire population for one year. Every four turns, I will subtract the current population from the supplies. If the number is negative, the many people die. Random events can either raise that number or lower it. The amount you got this turn, fifty, is higher than you normally will. This windfall of food was both to represent how much of the land was untapped when you go there, so food was easy to come by, and to get you on your feet.
Population: How many people you have.
-Miners:
-Builders:
-Crafters:
-Farmers:
-Warriors:

All else, like your tools, metal, and diamonds can be dealt with abstractly.

Updates:

Updates are when I see fit, usually containing a rundown of what has been accomplished, any random events, any change in stats and any other noteworthy things.

They will almost always cover 1/4 of a year, and will include whether you winter is coming.

Signups

To signup, merely say that you are playing. I will add you to the player list.

PM me if you have any concerns.

Disclaimer

I am GM. My word is law. I reserve the right to expel players and change rules and retcon whatever the hell I want.

It is my game, and I bow only to the forum moderators.

Do not cross me.
 
Fortress Description

Turn 0

The main site of the fortress, which at the point of our beginning is only a few houses and a warehouse, is located on the north bank of the river. Not a mile away directly north lays the foothills of a mountain range, while the mountains begin about three miles in. To the west lay plains, vast expanses of grasslands perfect for farming or grazing. To the east, more hills encroach, but these are low lying and speckled with trees, not the formidable monsters to the north. Across the river, on the southerly side, the forest begins, a blanket of green as far as the eye can see. Oaks, birches, pines, willows and yews all intermingle, creating a formidable wall of flora.

The river itself is wide, but a ford at the village site allows easy crossing, though the path can be formidable after a rain or when carrying a burden. You can from the west, following the plains from the ocean, before stopping at your current spot. The river is navigable, if not particularly safe, but it was the only option you had after the long crossing over the salty waves.

Your group has encountered no other sentient beings yet, only animals. Whether that will change, you cannot determine, but any fellow humans could make valuable trading partners.

Turn 1

Already, the land is being altered. Small docks dot the river, filled with fishermen, and farms paint a patchwork in the west. The town is expanding, multiple new buildings having been constructed, and smoke billows from the blacksmith. Near the mountains, a faint track winds towards a small opening in the hillside, a product of countless men and women trifling to and from the newly founded mines. Past the farms, a herd of buffalo graze, seemingly peaceful but already having proven their danger. On the eastern hills, the sound of sawing echoes, and tree stumps abound, while the great forest across the river remains untouched.

Turn 2

The most noticeable change to the landscape is the small wall already encompassing the western side, dividing the town from the danger of the plains. However, the glut of new buildings and the puffs of smoke from the fires in the still are close behind, followed by the considerable expansion of the road to the mines. All-in-all, the fortress is expanding, an outpost in the wilds of this new continent. Food is a surplus, but the eastern hills already show signs of depletion, as groves of hills haw already disappeared in the half a year since the colonists arrived. The land is still rich, though, a fact clearly demonstrated by the lush forest in the south, as well as the herds buffalo to the east.

Turn 3

The wall is completed, buttressed by two small temples, and the small road looks leading to the mountains notably less used. Moreover, the town has grown, a couple new houses and buildings springing up. The fields are expanded, but also bare. No snow is visible, but the forest is nearly empty of leaves, their jagged branching a reaching to the sky. A small graveyard has been built in the east, about 15 stones already dotting the it of land, and a bouquet of flowers is layed next to one. In the north, sound of hammers can be heard at nearly all hours as the miners work away, searching for gold and plunder.

Turn 4

There is a newly built moat and a spiderweb of channels, but the most striking addition is the windmill which has been built on a hill to the east. The river is swollen, its banks nearly overflowing, and the forest is slowly coming back to life. The road to the mines has fallen into disrepair; it will clearly be reclaimed by nature in a few months. In all, though, the town has changed little, though it does seem a touch more lively than normal. The fields have regrown, small plants already pushing through the soil, but they are clearly in the early sages of their life, much like the young fortress they will someday feed.
 
Player List

1. Secret Scribe
2. Talonschild
3. Quisani
4. Christos200
5. Tsoate
6. Milarqui
7. Golden1Knight
8. SamSniped
9. Angst
10. bestRFCplayer
 
History So Far:

Turn 0 - The site is founded. Population 50. Supplies 50

Turn 1 - Mines are begun, striking coal and iron, and basic infrastructure set up, including a blacksmith and a carpentry. Caves are dug to hold the populace in times of danger. Five new immigrants arrive, but three settlers die in a buffalo attack. Population 52. Supplies 100.

Turn 2 - Buffalo hunt yields much food. An argument breaks out between two leaders. Mines are expanded, and a still is set up. A tunnel linking the caves and the mines is dug by an unassigned settler. Also, a small gold deposit is struck. 10 new immigrants, no deaths. Population 62. Supplies 140.

Turn 3 - A chasm is uncovered, leading to the gruesome deaths of four miners, and a hunting party of four goes missing. More work is done around the colony, but a bad harvest grants little food. 18 new immigrants, 8 deaths. Population 72. Supplies 150.

Turn 4 - The chasm is walled off after an exploratory team sent down is murdered. However, apart from that incident, the settlement slumbers, save for a flash flood carrying off a farmer. On another note, the supplies are tallied, leaving a healthy surplus. 30 immigrants, 5 deaths. Population 97. Supplies 78.
 
Population Breakdown:

Turn 1

- 5 miners
- 8 warriors
- 15 farmers
- 10 builders
- 12 crafters

Turn 2

- 5 miners
- 8 warriors
- 16 farmers
- 10 builders
- 12 crafters
1 Unassigned

Turn 3

- 8 miners
- 8 warriors
- 18 farmers
- 12 builders
- 14 crafters
- 2 unassigned

Turn 4

- 8 miners
- 12 warriors
- 18 farmers
- 14 builders
- 15 crafters
 
EDIT: well, upon consideration, I think I'd be over committing myself with the other neses I'm in. I'll sub for now.
 
I'll give this a shot, I guess.
 
Sounds simple enough. Count me in. With any luck, we all won't be dead by morning.
 
I will join.
 
I want to be warrior.
 
" ArrowGamer12: Sam, join my NES
ArrowGamer12: All you have to do is vote on stuff
-----
ArrowGamer12: Guys
ArrowGamer12: Everyone should join my half-RP half-NES
ArrowGamer12: Based on CityIOT, Dawarf Fortress, Tropico and RPs"

Doesn't take me much convincing when I've only been up for ten minutes. I'm in :p
 
With 8 people, I think we can begin. New joiners are always welcome.

Your first order of business is assigning occupations to our 50 settlers. Decide as you will.
 
Well I feel we should assign all until there are no spare, rather than capping things without a plan.

What do you need the other 38 to do?

Personally, I feel other than a handful here or there to start up vanity projects, everyone should be helping set up farmland to ensure we feed well.

How long is a turn?
 
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