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1086223 No. 1086223 ID: 462d8c

Once again a new quest.
23 posts omitted. Last 50 shown. Expand all images
>>
No. 1086825 ID: 1effd3

shelter and food. make sure nothing dangerous can enter the settlement.
>>
No. 1086826 ID: 7c0da2

You need shelter, food, and water. Constructing wooden huts in snail meadow next to the lake should take care of all of that, provided you have fishermen with you. It probably won't take too long. How long is a round by the way ?
If you can start both a project and a construction, and if building a boat is a project and not a construction, you should make simple boats. Use poles and paddles to move them around, even if you have cloth it is better to use it to make shelters rather than sails.
>>
No. 1086829 ID: 031458

Enact a Ruling: Frontier Government

A temporary total repeal of Empire law while we lay the groundwork of Civilization. Common sense, Frontier justice, a drive for progress, and mutual care for our fellow man should be all our initial settlement needs to thrive.

Let us become self sufficient, let us grow our numbers, let us build the seat of government. That is when the law is the Empire shall return. Until then, we need only our wits.
>>
No. 1086832 ID: 7c0da2

Let's not make an enemy of the Empire on the very first round. We should at least wait until they have sent supplies and manpower.

We don't even know what the laws of the Empire are. The Empire has been described as having "entered full swing into its golden age and its burgeoning populace and resources demand new lands to discover". Such an empire probably has laws in place to help and encourage new settlements like ours. We should know what the other options are before choosing lawlessness and the enmity of a whole nation. And we should at least try to learn how the colonists feel about it before making such a change.
We can always change the laws later once they are not suited to our situation anymore (and when we have some kind of infrastructure that would make us somewhat self-sufficient).
>>
No. 1086833 ID: 031458

>>1086832
Pioneering is a messy, chaotic process, and the early days are not only the most critical ones, but the ones where the distant government naturally has the least control and is the least helpful outside of just sending supplies. Beyond that, the laws of a far flung empire will never be a perfect fit for what's going on in the ground of a distant land.

Besides, particularism is beneficial to all parties involved. Right now the only thing everyone wants is for a stable settlement to be set up. Our benefactors will appreciate anything that speeds that up, even if that means we aren't crossing our T's and dotting our I's.

Beyond that, should they tire of this behavior earlier than we expect, they'll send a strongly worded letter before an army. Should that come to pass we can simply reenact the empire laws then.

Many colonial projects have operated like this historically. It'll be fine.
>>
No. 1086838 ID: 5ebd37

Build a town hall in the snail lands by the lake. For now this is a structure for communal housing that can later be repurposed. This location makes the settlement equidistant to both wheat and wood, and furthest from the dangerous areas.

Start a project to collect fish and snails for cataloging and analysis of potential as sources of food or maybe oil.
>>
No. 1086851 ID: 273c18

I think the first major project, after establishing a basic base, should be clearing out some of the trees nearest the volcano. If we can make a fire break then we can prevent a future forest fire and ensure that we don't lose all that lumber and hunting grounds.
>>
No. 1086862 ID: c8ddea

>>1086816
We should construct our initial settlement in the snail meadow, this will give us access to both the water of the lake and the lumber of the forest
>>
No. 1086863 ID: 273c18

Oh and I'm voting against any radical changes in government. Or any radical changes at all. We gotta walk before we can run.
>>
No. 1086891 ID: 2f41db

>>1086838
Good idea onmthe catalogue project.

Snail shell powders have been used in numerous folk medicines, but even if that doesnt pan out, it can be used as a calcium source for animal feed and even some soil fertalisation or ph balancing properties.
>>
No. 1086996 ID: 462d8c
File 171124440093.png - (445.69KB , 1280x1024 , highslan05.png )
1086996

>We should construct our initial settlement in the snail meadow
>You need shelter, food, and water. Constructing wooden huts in snail meadow next to the lake
>Construction: snail meadows seems like the most logical place to set up some proper shelter, since it borders the forest for the collection of wood

You begin to draft up a design and set aside some sites in the snail meadow for some housing. These single room hovels won’t be much more spacious than the current tents people are living in, but simply having a door to put a lock on offers much more of a sense of security. Small stoves brought over from the mainland offer hearths that’ll provide regular warmth and cooking that won’t rely on the weather. As for the material the structures are made of, light but sturdy wood is brought out of the cargo holds. This “cloud wood” represents the backbone of many buildings in the empire, but of course it’s now in very limited supply for the settlement. For now, it’ll serve the noble task of housing your people.
Simple housing will take 1 round.

>Start a project to collect fish and snails for cataloging and analysis of potential as sources of food or maybe oil.
>Good idea on the catalogue project.

While plenty of people are more than happy to put their muscles to work after spending so long on a ship, there are many others whose strengths lie elsewhere. You have scouts and book-keepers eager to go out and stretch in their own way and you feel it’s best to help guide that. In short order you put together some groups to identify, catalogue, and research the indigenous species of the meadow and the lake. Having safe sources of protein will be important, but finding purposes beyond that will take some time. Of course, your research groups will bring to your attention any of their findings immediately.
Reports will take 2, 4, and 6 rounds.

>How long is a round by the way ?
They are an ill-defined and shifting amount of time. Probably think roughly the length of a season but not bound to the weather.
>>
No. 1086998 ID: 462d8c
File 171124442941.png - (377.43KB , 1280x1024 , highsland06.png )
1086998

Event: Whose whose?

The first few days have been a chaotic mess. Everyone is eager to do their tasks, assigned or otherwise, all while having to wait for goods and their property to be unloaded off of the ships. This has proven to be a serious bottleneck to operations. Only so much can be unloaded at a time which is further slowed down as record keeping tries to label and sort everything. Efforts are slowed even further still by the crowd of impatient settlers hanging about with literally nothing better to do than to wait for their property. Supplies are rushed out as quickly as possible and even quicker still are they picked up and whisked off by their perceived owners. This has led to many, many squabbles as people are as to which poorly labelled parcel belongs to who.

Such was the case this morning. Once again shouting is heard above the regular din and in short order a minor officer beckons your presence. A lady and a young man are in a shouting match that could probably be heard all the way back in the empire. Between them a clothed package is being wrestled, yanked back and forth between them. Without even breaking eye contact between them, they start yelling their case to you.
“This ruffian has been lurking around my pile all morning!” Spits the lady. “Been looking for an opening, and grabbed my stuff as soon as he could. Got faster eyes than him though!”
“Fuck off!” The young man succinctly retorts. “This old biddy has been hoarding anything that doesn’t have a name on it. She’s got three axes. Three! Bet she can’t even swing one!”
And the arguments continue in such a manner. You do eventually sort them out, with the most difficulty being you getting a word in, and the two parties are sent on their way. The particulars aren’t really important, more so that this sort of story keeps happening. As leader you can’t be pulled away from your duties over every single bundle of clothes, can you?

What to do?
A.) This is an organizational problem will only get worse the longer you leave it be. You have ship logs, manifests, and people to sort through them. However, in order to do so you’ll have to stop all unloading and distribution of supplies. This will take a bit of time but it’s the only way to be sure of who owns what.
B.) This is about security. People are feeling vulnerable and will try to take any advantage they can to feel safe. Posting and patrolling more guards while property is being unloaded and distributed will not only discourage people from stealing, but should also help alleviate people’s perceived need to steal. This will, of course, take able-bodied people away from other areas where they are needed.
C.) Really, dealing with these disputes as they they pop up only really inconveniences you and one or two subordinates. For most no intervention is required and operations are otherwise running smoothly. Administrative tasks will continue at a snail’s pace during this time as you deal with this minutia, but otherwise the status quo is functional enough.
D.) Other_________.
>>
No. 1086999 ID: eb0a9c

D) Have each of the settlers write up a list of objects that cannot be re-appropriated, which will be a fraction of the amount they brought with them; enough that nobody kills each other over their sentimental heirlooms getting used to the best of their ability and completely broken. From there, have the remainder of the inventory liquidated at market prices: compensate the owners with scrip, and set up a market. Whoever needs something can buy it in scrip or barter. Remember, the growth of the colony is the whole point of all this. If a few extra goods have to be shuffled around from their 'rightful' owners, then they already knew the risks of colonization in the first place.
>>
No. 1087002 ID: 5ebd37

C) personal property should have been labeled and logged when it was stowed. Now its too late and you have do deal with the chaos. Make sure future shipments are organized.
>>
No. 1087005 ID: 7c0da2

A) Not only is this is an organizational problem, but it's one that's going to happen again and again with each new ship that comes here. For now it's just a few disputes, but once you have traders and merchants, thing will become much worse.
You need to put together a group of people to oversee all the administrative tasks that come with running a port. You're going to need them soon anyway, once news get to the Empire a lot more people are going to want to come here to settle and trade.

By the way, assuming the island will keep expanding, wouldn't it make the city progressively harder to reach by ship as the edge of the island gets further away ?
>>
No. 1087011 ID: 2f41db

>>1086999
A small, dedicated team of administrator types could be set up to fulfil this.
Im a little vague on the educatiobal standards of the empire but even if high, universal literacy isnt a guarantee.
Scribes will have to help.

If this group of cargo arbiters are given delegated authority to resolve disputes and enforce them, it'll be a step towards the organisation needed for any port we set up in the future.

On reappropriating goods.
If an item can be reasonably proven to be owned by a settler but is needed elsewhere, they should be given a scrip of debt from the colony. Numbered and matched with the ledger kept on all redustributed goods.
This entitles them to a consumate reward of equal worth at a time when the colony is more settled.
Its a small way to head off any discontent from axe hoarding grannies.
Framed well, they could be seen as an honourable thing to be a bearer of.
Physical proof of the sacrifices a bearer has made at this most crucial time of colonial need
>>
No. 1087014 ID: 273c18

>>1086998
D: a variant of A.
Stop unloading stuff, EXCEPT for basic necessities. Food, water, clothing, that sort of thing. Not many will want to hoard or steal that, and it should be fairly obvious what belongs to whom. If anyone needs something unusual they can come up to the ship and request it, and you can take a log of that.
>>
No. 1087205 ID: 462d8c
File 171149510845.png - (552.55KB , 1280x1024 , highsland07.png )
1087205

>You need to put together a group of people to oversee all the administrative tasks that come with running a port.
>A small, dedicated team of administrator types could be set up to fulfil this.
You decide to set up a team to focus on handling port duties. Unfortunately, as currently the settlement is at the stage where people have to wear many hats, this does mean you have to pull some people from the research teams in order to utilize people with basic education.
[All Projects delayed by 1 round]

>Stop unloading stuff, EXCEPT for basic necessities. Food, water, clothing, that sort of thing. Not many will want to hoard or steal that, and it should be fairly obvious what belongs to whom. If anyone needs something unusual they can come up to the ship and request it, and you can take a log of that.
>From there, have the remainder of the inventory liquidated at market prices: compensate the owners with scrip, and set up a market. Whoever needs something can buy it in scrip or barter.
>If an item can be reasonably proven to be owned by a settler but is needed elsewhere, they should be given a scrip of debt from the colony. Numbered and matched with the ledger kept on all redustributed goods.
You decide to prioritize expediency and the needs of the community, even if that means stepping over the boundaries of what “ownership” means. You order your team to focus on personal belongings to start. Once those are identified and distributed, you appropriate the rest of the civilian goods. In short order, your port administrators have written up inventories, values, and the many associated scrips. Port bills of set amounts are then compensated to the appropriate former owners. While doing so the administrators are quick to learn what the people think of this;
“Wait, so I have to buy my goods for a second time? I had to spend days hunting some of that stuff down!”
“Oh... I guess the Crown will just take my stuff here in the new land as well, huh...”
“I didn’t consent to this! Who decided what my property is worth?! My tools were top of the line and now someone else will buy them instead of their cheap, slum-jobs.”
This was not a popular decision. However, it did allow for a smooth unloading as most the bureaucracy could happen on shore. All other supplies were transferred to the construction sites without further delay.
>>
No. 1087206 ID: 462d8c
File 171149514753.png - (1.78MB , 1250x1024 , highsland08.png )
1087206

>By the way, assuming the island will keep expanding, wouldn't it make the city progressively harder to reach by ship as the edge of the island gets further away ?
Land expansion has always been a logistic problem since time immemorial. However, it’s not a particularly large obstacle for flying ships. While a port of piers out into the open sky is the most efficient use of space, once the island edge is too far then a community can simply switch to landing pads. Certainly not the most optimal use of space, but works just as well. The empire capital boasts a vertical port, an engineering marvel, but anyone who’s used it can question it’s efficiency.

Construction complete: Simple Housing
Wooden huts and hovels have been set up in the snail meadows. Definitely the opposite of luxurious, but they more importantly mark property that they can develop and raise a family on.

Resources: Some starting supplies
Food: Rations

Current construction: None
Current projects: Catalogue reports (2,4,6 rounds)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. (Though right now there’s only one.) Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
>>
No. 1087210 ID: eb0a9c

Start by researching each of the zones. Your priorities are water, food, and building materials. After that, take a week to review the research methods and teams and see if anyone needs re-assignment or nonstandard guidelines.
>>
No. 1087218 ID: 2f41db

>>1087206
While its certaimly important to scout and assess all zones (starting with neighbouring zones i presume), if we have to flag a priority, i'd suggest the forest.
Its likely to take a longer time to fully assess than snail meadows and the lakeshores, but it could provide all three primary needs.
A potential source of forage and hunting, fresh water is plentiful enough for dense foliage and nihhtly mist, and then the ever essential building materials

The night noises from that place make me wonder if any potential threats lurk in the deep of the woods and dark of the night.

For consideration:
Observe closely the report quality and results from scouts.
Candidates for a founding group of rangers to follow priority missions may make themselves known this way.
>>
No. 1087220 ID: 273c18

>>1087205
Well, so long as we don't do that again it'll be fine. I'm not sure why people didn't just immediately rebuy any stuff they wanted to keep...

>>1087206
Project: create a vehicle capable of traversing the blinding desert. Was our protective gear just not dark enough to shield the scouts' eyes, or is the damage not just from visible light? (darkened)Periscopes and similar indirect viewing should avoid that issue since mirrors only reflect visible light. A similar mechanism could probably be made for a bulky helmet to allow non-damaging viewing. As for the stinging wind... maybe something like diving gear? Or maybe we need magical protection for everything.
>>
No. 1087223 ID: ff1372

>>1087206
The Mesa has me curious, now that the ship is unloaded would it be possible to use it to approach the Mesa from above and thus avoid thr hostile desert that surrounds it? If so I suggest landing an expedition to explore the Mesa.
>>
No. 1087224 ID: 5ebd37

What we need right now is food and building supplies. Construct a workshop on the edge of the forest to start manufacturing tools for hunting and farming.

Do we have a count of skilled workers and in what crafts?
Also roughly how wide is one tile?
>>
No. 1087225 ID: 75b262

>>1087224
This
>>
No. 1087396 ID: 7c0da2

We should make an hospital, when we need it it'll be too late to build it.
If we can start a second project without delaying the first we should create a group of rangers or explorers. We will need to explore the more inhospitable zones at some point, and we can't do that without properly trained explorer. At least not if we want most of them to come back alive.
>>
No. 1087538 ID: 462d8c
File 171191826954.png - (294.86KB , 1280x1024 , highsland09.png )
1087538

>What we need right now is food and building supplies. Construct a workshop on the edge of the forest to start manufacturing tools for hunting and farming.

It’s important to have the right tool for the job. So it’s equally important to be able to make that tool in the first place. You decide that a workshop should be a priority. After all, every other task and job will depend on the tools provided and you can only rely on the ones you’ve brought with you for so long. It will by no means be akin to a manufactory, more of a shed with a work bench, but it will prove to be vital.
Workshop will take 1 round to complete

>The Mesa has me curious, now that the ship is unloaded would it be possible to use it to approach the Mesa from above and thus avoid thr hostile desert that surrounds it?
>Was our protective gear just not dark enough to shield the scouts' eyes, or is the damage not just from visible light? (darkened)Periscopes and similar indirect viewing should avoid that issue since mirrors only reflect visible light. A similar mechanism could probably be made for a bulky helmet to allow non-damaging viewing. As for the stinging wind... maybe something like diving gear? Or maybe we need magical protection for everything.
The mystery of the white desert tugs at your mind. The initial scouts were wearing clothing appropriate for a desert excursion. Loose but covering clothing and basic eye protection. Still they returned with what looked like rashes and broken skin. As previously mentioned, some of the scouts had trouble with their vision even hours after leaving the desert. A closer look at their gear revealed several small tears and holes beyond basic wear and tear. There’s something strange going on, and if you are return you’ll have to properly prepare for it. You delegate some scouts to investigate and experiment with what is going on with these sands. You need to know what precisely is causing so much damage and how we could mitigate it.
>Project: create a vehicle capable of traversing the blinding desert.
Your end goal will be to construct a vehicle capable to reach the mesa. Whether it’s a skiff to glide across the sands, an airship to travel from above, or some other construction.
Investigation will take 3 rounds. Building a vehicle will take 1 round after.

>Do we have a count of skilled workers and in what crafts?
You were not in charge of who could apply or who was accepted for colonising. People’s skills and former occupations are unknown.
>Also roughly how wide is one tile?
For context, a tile is large enough to hold a volcano. You should be able to fit your entire city in just the snail meadows, though supportive towns and industries would have to sprawl beyond.
>>
No. 1087539 ID: 462d8c
File 171191832661.png - (750.95KB , 1280x1024 , highsland10.png )
1087539

Decision: Unwelcomed guests

Oh frabjous day! The ship and crew that were sent back to the empire have returned. This small reunion has brought a bit of joy to the colonists. Everyone gathers around to share news from the homeland and to catch the crew up with the going-ons of the colony. Just as welcomed are the supplies they’ve brought with them. While no fresh food is able to survive the trip, the food they did bring fall more under the category of preserves rather than rations. Pickled vegetables, salted meats, jams, and grains rather than hard-tack and pemmican. Of course, they’ve also brought more lumber and materials for any new projects.

The leader of the group pulls you aside for two pieces of news for you in particular. First, there is a lord in the Council of Maesters that has been gaining popularity. He’s apparently been stoking sentiment that the empire is expanding too fast That the colonies are taking too much resources for the homeland for too little in return. Already he’s pushed for measures to cease support for new settlements or to implement taxation sooner. So far, none of his motions have gotten past arguments, but the seed is there and it’s growing.

Before the captain can continue, you notice a large party disembarking from the ship. A sigh and exasperated look tells you that this group is the second bit of news.

“Unfortunately, dearest leader, we were accompanied by some unwelcomed guests...”

Who are they?
A.) The Persecuted: The group of men, women, and children all in wide-brimmed hats and the same shade of blue greets you. They introduce themselves as the Chasonites; a religious sect seeking refuge from the repressive dogma of the homeland. When pressed as to what exactly they’re being persecuted for, they reiterate it’s that their values do not align with the state denomination. The pressing issue seems to be over the divinity of what they refer to as “The Blue Saints.” You do not know what they are referring to and the captain of the ship signals that you’re better off not asking. Talking with others, you’ve gathered that these Chasonites are known seclusionists, have strict dress codes and diets, and that this is not the first time they’ve been chased out of the empire.
Or
B.) The Exile: An entire retinue of servants and guards exit the ship with a fancifully dressed fellow being the last to leave. Even before he introduces himself you know he’s a noble of sorts.
“Pharinieas Galfaunis Mortisonne IV. Lord of East Westerbank, Maester of the third borough of Vandershire, heir to the County of Westerbank, and ex-Chancellor of Bells.”
You do not recognize the name nor his titles. He explains that he’s been disgraced, (wrongfully, he adds,) and has been exiled from his estate and barred from his position in government. Being in a position of privilege, however, means that he cannot be directly harmed for his (supposed) transgressions. So exile is still the main form of punishment for someone of his stature. When asked what his supposed crimes are he breaks out into dramatics and puts so much embellishment on things that it’s impossible to discern what exactly the point is.
C.) Of course, you could always, how we’ll say, “show them off the island.” Be warned, though: this will have consequences.
>>
No. 1087542 ID: 0fda44

A. Don’t need nobles here.
>>
No. 1087546 ID: 2f41db

>>1087539
A.
Labour in exchange for sanctuary.
They will help us establish ourselves and perhaps we can pledge a secluded area to them when resources allow in exchange for their help.

I expect outcasts will have learned a lot about self reliance and could teach us a thing or two or at least bolster our skillpool.
>>
No. 1087547 ID: 5ebd37

A) At least they wouldn't be expecting luxuries or obedience.
Will their strict diets be at odds with what we have available?
>>
No. 1087550 ID: eb0a9c

B. All it will take is a little convincing to go on a glorious expedition for adventure... and all those trained maids and guards will be yours.
>>
No. 1087557 ID: 273c18

>>1087539
A should be fine. They want seclusion, well we have a surplus of land. They don't bother us, we don't bother them.
>>
No. 1087586 ID: 7c0da2

B.
It's a tough choice but the cultists are probably worse. If I understand correctly it's the prayers and beliefs of the inhabitants that shape the island, so if they believe in apocalyptic or unpleasant things we could end up with horrible places on the island. And if the locals always chase them off once they discover what their beliefs are, we probably won't like the answer either.
The noble is not being honest with us but if he poses legal trouble we can enact a ruling, we can't do that with religion. And maybe he could help with that lord in the Council of Maesters. He lives here now, he probably doesn't want the Empire to raise taxes or cease support, that should give him some incentive to help us.

Whoever we end up choosing, we should try to find out what exactly they did. They seem to think that if we knew what it is we would not want them here.
>>
No. 1087934 ID: 462d8c
File 171225486041.png - (376.23KB , 1280x1024 , highsland11.png )
1087934

>A. Don’t need nobles here.
>A) At least they wouldn't be expecting luxuries or obedience.
>A should be fine. They want seclusion, well we have a surplus of land. They don't bother us, we don't bother them.
As the blue-clad people start gathering their things, you are resigned to these new neighbours. You try to get more information, approaching a variety of them, but are met with silence and wary stares. Then after some futile attempts, you talk to what you believe is their leader again. Letting them know that while they’re allowed to have their seclusion they are still expected to help the community as a whole.
“Of course, we would be terrible neighbours if we did not!”
You also ask, out of curiosity, if they’re still able to maintain their strict diet when resources are so limited.
“We appreciate the concern, but we have prepared for this. Worry not, we will grow our own food and sew our own cloth.”
With that, the entire group gathers their things, hauls some lumber, and makes a trek around the lake to the land of wheat and standing stones. In due time a large lodge can be seen with a constant stream of smoke coming from it. Their activities and happening unknown as most don’t bother making the trip over and the Chasonites certainly haven’t made the effort either. You suspect that if you want something from them then you’ll have to officially approach them.
>>
No. 1087935 ID: 462d8c
File 171225489433.png - (1.78MB , 1250x1024 , highsland12-m.png )
1087935

Construction Complete: Basic Workshop
We now have a small station to produce tools and repairs. Due to limited supplies and materials, the workshop currently do much more than fix and maintain what we already have. Primarily fixing shafts and hafts, and sharpening edges. The shop is also able to convert scraps into useful objects, such as plank cut-offs into dowels and pickets. So even in this limited capacity this workshop is a boon.

Resources: Some starting supplies; basic tools
Food: Preserves

Current constructions: None
Current projects: Catalogue reports (1,3,5 rounds); Mesa expedition (2, 3 rounds)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
>>
No. 1087944 ID: 8f9bc4

Either something for cultivating and growing food, garden or greenhouses or the like, or start setting up defenses for when the cultists inevitably wage war on us.
>>
No. 1087976 ID: 56db77

>>1087935
We needto start securing food supplies, get farmers tilling and planting while some scouts see if there's anyhting worth hunting/fishing/trapping/foraging nearby
>>
No. 1087978 ID: 273c18

Depending on what our resources are looking like, either a lumber mill or some farms.
The wheat in the standing stones area... has anyone tried eating it yet?
>>
No. 1087990 ID: 2f41db

>>1087976
Agreed.
Sustainable food supply is the primary concern.
Farming a must, but its slow and we need to discover what will flourish in this soil.
So starting thatbis important.

In the meantime hunting and foraging will supplement long term supply usage.
We need to see if theres a sufficient amount of game.
Maybe set up a smoke house for preserving meat if theres enough to warrant it.

Got to find something to help stretch things until the first harvests come in.
>>
No. 1087997 ID: 5ebd37

Set up some small plots to test the snail land for farming. Don't commit all our supply of seeds yet.
Also start gathering some wheat.
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No. 1088020 ID: a7a180

You need to start setting up your own farms too.
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No. 1088867 ID: 462d8c
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1088867

First catalogue Report:
Your scouts and researchers finally bring in their first notes and findings. A pile of papers with various scrawlings and diagrams cover your crude desk and with some representatives of the teams you start to go through them.

Starting with the lake and the creatures within. Initial efforts have been apparently stymied by one particular fish; brown, potato-like, and about the size of a can. This fish seems to have a habit of swarming when one of their number is in distressed, such as when one is caught on a hook. These summoned allies would then bite whatever is the perceived problem, “bogging down” the line and often causing it to snap. These “Bogging Fish,” as the researchers have been calling them, are also quite numerous in number. Any attempts at fishing for other creatures have merely resulted in catching more of these vexing creatures. They are edible though, with the texture described as “slimy” even when cooked and was considered mild even by lake fish standards. They will probably be the backbone of any fishing industry we develop regardless of our intentions. Now other fish have been observed, but more time is needed to actually inspect them.

As for the snail meadows, the researchers say that there have been so far an innumerable species encountered so far. The entire food chain seems to consist of nothing but these gastropods and sorting them has been a herculean task. It seems like most small ones with pale coloured shells fall into the “prey” category, because there are plenty of predatory snails involved. Except for the “pastel yellow” ones, those are poisonous and should not be consumed. Predatory snails come in all shapes and sizes and so far there hasn’t been a basic rule of thumb identifying them. Many are venomous and use a sort of harpoon to attack other species. The most noteworthy of which is the “Regal Whorl” a large specimen having reached upwards the size of a ball. This may be the apex predator of the biome. Due to it’s size its venom sacs are fairly easy to harvest and though applications of the venom will be slow to discover.

Otherwise, efforts continue and further reports are forthcoming.
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No. 1088868 ID: 462d8c
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1088868

>We needto start securing food supplies, get farmers tilling and planting
>You need to start setting up your own farms too.
You begin to order the clearing of some acres to turn into farmland. To figure out the conditions of the soil, you decide to plant a variety of crops on a single plot. The settlers have been growing some of their own in sustenance gardens, but this only gives so much insight as it is clear that many of these people aren’t farmers. Still, in due time we’ll figure out what grows and what adjustments could be made to the ground for more.
Simple Farm will take 1 round to complete. The harvest, however, will take longer.

>The wheat in the standing stones area... has anyone tried eating it yet?
>Also start gathering some wheat.
People have been sampling the local flora, a mix of boredom and a need for fresh food, and apparently the wheat is indeed edible. At this juncture it could only be turned into a very coarse, flat bread. A mass harvesting could be issued if need be.

Resources: Some starting supplies; basic tools
Food: Preserves

Current constructions: Simple farm (1 round)
Current projects: Catalogue reports (2, 4 rounds); Mesa expedition (1, 2 rounds)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
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No. 1088870 ID: 273c18

>>1088868
Okay, let's section off part of the wheat fields for renewable harvesting, and see how the fields react to the intrusion. The religious group is there so we need to negotiate with them about property lines. How much land do they need for self-sufficiency, what are their plans for expansion, that sort of thing.
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No. 1088872 ID: 5ebd37

>>1088867
That's a promising first report. Those Boglers seem tailor made for easy catching, just hook one as bait and then net the lot of them. We might even need to limit fishing them lest we drive them extinct.

Purple has long been a highly coveted dye, and its main source is snail shells. We might just have a gold mine on our hands, but it would take a lot of shells and a long time.

Time to set up a logging camp in the forest. Our need for wood only grows.
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No. 1088874 ID: 7c0da2

That's a really interesting ecosystem, we should be on the lookout for burrowing snails. And the bogging fishes would probably be easier to catch with a trident or other spearfishing tools rather than fishing lines.

I suggest enacting a wildlife protection ruling to protect local fauna and flora, or else I'm a bit afraid the snail population is going to suffer once farming starts and suddenly they are seen as pests rather than part of the scenery.
That should go hand in hand with a project to find ways to protect our farms from hungry gastropods without killing them or disturbing their habitat too much.

We should also construct a watermill while there still is a waterfall on the edge of the lake. We might as well harness it while it's there, and it could power some sawmills and workshops.
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No. 1088876 ID: eb0a9c

>>1088868
Okay, that's easy enough. Make some travelling harvest caravans to perform basic hunter-gathering. Set up bounties for research on what they catch, different ways to cook the stuff, the long-term effects of the food, etc.

Build a basic workshop for crafting more building supplies, and we'll see what we can make from there.
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No. 1088893 ID: 2f41db

>>1088870
Agreed.
The wheat is important but so is being a good neighbour.

>>1088867
Does the slimy quality indicate harvestable oil of any kind?
At the very least, whatever fish waste produced will make for good fertilizer.

>>1088874
It would also aid in the milling of the wheat. Speed that up greatly.
Once it no longer functions, the parts can be moved to somewhere the water still flows.
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No. 1088974 ID: 031458

I propose queuing a simple road to and trading post between the Chasonite compound and our town. It's not urgent but I think it should at least be put on the books as a to-do.

It's perfectly acceptable to allow them to manage their own affairs, but seclusion and isolation are two different things. We need to at least include them as *part of society* early on, or else the same problems that drove them here will repeat themselves.
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