The Fortress - Another ArrowNES

Okay, guys. I am having a lot of trouble with the first page, namely the accurate population break down. I think I need a second pair of eyes, so if someone could compile a set, it would be great.

There should be four:

As of turn 0, which is your assignment of the first 50
As of turn 1, which is your assignment of the 52
Turn 2, which is the 62
And turn 3, the breakdown of the 72.

This would be really helpful, but if no one wants to do it, I'll try again in the morning.

I can do that.
Turn 0 (50):
- 10 builders
- 12 crafters
- 15 farmers
- 5 miners
- 8 warriors

Turn 1 (52):
- 10 builders
- 12 crafters
- 16 farmers
- 6 miners
- 8 warriors

Turn 2 (62):
- 12 builders
- 14 crafters
- 18 farmers
- 8 miners
- 8 warriors
- 2 unassigned

Turn 3 (67):
- 14 builders
- 15 crafters
- 18 farmers
- 8 miners
- 12 warriors

Turn 4 (96):
- 14 builders
- 15 crafters
- 17 farmers
- 8 miners
- 12 warriors
- 30 immigrants
 
I think we should have a subset of farmers and crafters examine the delicate light blue herb and see if they can manage its growth, what its properties are, etc. Then we can arrange two small cultivation projects - ideally in two places of the fortress, so if Rocks Fall, we have a backup - and see if cultivation and population of it is possible.

I personally think that if it ends valuable, it should be given freely to the population. Our society would prosper indeed from trading its bloom, if anyone ever came to us. I wish no saving of plants, especially not those with valuable properties, to oligarchs. Also, it will please our population and perhaps draw in new immigrants to manage this Utopia.

Also, new homes should be built for new possible immigrants.
 
My suggestion for this next season.

Situation:
- 14 builders
- 15 crafters
- 17 farmers
- 8 miners
- 12 warriors
- 30 immigrants

Reorganization:
- 4 immigrants become builders -> 18 builders
- 9 immigrants become crafters -> 24 crafters
- 9 immigrants become farmers -> 26 farmers
- 4 immigrants become miners -> 12 miners
- 4 immigrants become warriors -> 16 warriors

Plans for the season:
- Builders (18)
  • 4 build new houses.
  • 3 build a second temple.
  • 3 build a pen for buffalo calfs.
  • 2 begin building a greenhouse.
  • 2 build a butcher's shop (to get more things out of all the animals we hunt).
  • 2 build a fishery (to get more things out of the fishes we capture).
  • 1 builds several screws on the other side of the river, to get water out of it.
  • 1 begins making plans for a dam.
- Crafters (24)
  • 5 make building blocks.
  • 4 make rock mechanisms.
  • 3 make more armor and weapons for both the new warriors and for storage.
  • 3 start engraving pretty images on the ground, the inner part of the walls, houses, etcetera, to make people more happy.
  • 2 make steel bars.
  • 2 make bolts (use bones from dead animals!)
  • 2 start making clear glass for the greenhouse.
  • 1 makes useless crap crafts for trading.
  • 1 works on making a few statues to decorate our town.
  • 1 becomes a chef, making great dishes for the people.
- Farmers (26)
  • 8 work on the fields, expanding them to get more food out of them.
  • 5 hunt, and attempt to capture buffalo calfs alive.
  • 4 fish.
  • 3 cut down trees.
  • 2 seek the dye plants, and try to cultivate them for our use.
  • 2 keep looking for other plants that can be used by us.
  • 1 works at the butcher's shop.
  • 1 works at the fishery.
- Miners (12)
  • 6 continue excavating for iron, coal and gold
  • 3 dig a chasm at the side of the river where the screws are.
  • 2 keep digging new underground rooms.
  • 1 finishes digging the underground water reservoir.
- Warriors (16)
  • They keep working on defending our place. A few of them should make sure to accompany the hunters to make sure that they are not killed by the buffalos, and to help in capturing the calfs.
 
I think we could use two craftsmen or two builders to build a site for the farmers to cultivate the plant and all.
 
I am curious, we have people crafting things for trade.. but is there anyone to actually trade with?

Well, traders should come here to see how we are faring some point soon, and to sell us things that we might need.

We could use with a few animals, like dogs, cats and perhaps a couple of cows and/or horses.

Also, since the irrigation system is now un-shoddy, we can use the two builders to begin making a greenhouse, and put some crafters to make glass panes.
 
I'm liking these plans.
 
Aww, that's too bad.

If it was a problem with the game itself, mind telling me what it was, so I can fix it for the others?
 
If it was a problem with the game itself, mind telling me what it was, so I can fix it for the others?

Well, I don't really understand the point of what we are doing? All it seems is endless expansion. We aren't having to make hard choices, nor do we seem threatened. Perhaps it has been lucky dice rolls but there seems little need to think about anything.
 
Well, my character is dead and never really had much say in the government. In other character NES's, when you are not the ruler, you have other things to do. Here only Milarque and Tsoate take decisions, and everyone else gets bored because of this.
 
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