turbler wrote:Well... it seems my services aren't needed for a few turns. With any luck, I can stay here 'til the road's done.
I'll Gather Wood x4, and skip rations.
Given that Eric appears to still have orders to head back home this turn, we may need you or him to head down to the pig zone next turn.
I've put together 2 different plans that can gather the wood needed for the roads in time for Dod to have it when he needs it according to the building plan I provided above: one using a single forester to gather all the wood needed, and one using both. Both plans are procrastination based, so the wood gathering happens at the last minute.
Road wood gathering plan for one forester: (based on current orders that will leave both Eric and Jordan at home at the end of the current turn: 8.)
Turn 9: The two excess pieces of wood gathered by Jordan in Turn 8 go into Hyde's cart. Either Forester (to be called 'EF' for rest of plan) moves south to Pig zone and gathers one wood. Other Forester does whatever.
Turn 10: EF gathers 1-3 wood and banks action.
Turn 11: EF travels east and gathers 2 wood using banked action. (Actually, if EF carries a piece of wood with him, we can avoid any banked action confusion.)
Turn 12: EF gathers 4 more wood.
Turn 13: EF gathers 4 more wood.
Turns 14-17: EF gathers 2-4 more wood
Plan for two foresters:
Turns 9&10: Both foresters do whatever they desire. (except create hostiles)
Turn 11: Both Foresters move to or stay in Pig zone to gather 2-6 wood between them. (If both foresters were to move to Pig in 9 and to MushPig in Turn 10, they will both need to spend 3 actions heading back to Pig and ) Both must end turn in Pig.
Turn 12: Both Foresters move east to MushPig and gather 1 wood each.
Turn 13: Both Foresters gather 4 wood each, bringing Mushpig total to 10.
Turn 14-17: 4 more wood gathered in Mushpig.
WhirdCheese wrote:George hopes a cart shows up in this hex soon
Bank one action work on road x3
You may want to reserve some actions to deal with the pig Eric angered. If he doesn't finish it before leaving the zone, it may attack you. In fact, your build actions may fail due to the presence of a hostile Pig. (If that is true, my turn 9 free build action will suffer the same fate if piggy isn't dealt with.)
Actually, I now have a food plan that should help keep everyone fed. At the very least, no one should be at risk of death by starvation.
Turn 8 or 9: George finishes off wounded piggy and hopefully creates enough bacon that supply lasts until it can be eaten in turn 11, when Dod will need 1 piece. Everyone who starts at home in turn 9 eats there before moving south to pig.
Turn 10: George moves East and gathers mushrooms, Hyde follows and eats.
Turn 11: George gathers at least 1 fresh piece of mushroom for Hyde. Hyde eats either a slightly old or fresh mushroom now and has a fresh one for him to carry with him, (along with the 2 wood in his cart,) and eat during turn 12 in Stone zone.
Turn 12: George uses mushroom to feeds himself, Dod, foresters and anyone else in MushPig. Hyde eats carried mushroom.
Turn 13: George uses mushroom to feeds himself, Dod, foresters and anyone else in MushPig. Hyde does his only forage check. (At least the only one he needs to pass in order to not lose 3 hits.)
Turn 14: George uses mushroom to feeds himself, foresters and anyone else in MushPig. Places 4 fresh mushroom in Dod's cart. Dod and Hyde eat from Dod's cart upon Dod's arrival in Stone zone.
Turn 15: George uses mushroom to feeds himself, foresters and anyone else in MushPig. Dod and Hyde eat last 2 mushrooms from Dod's cart. Road from Stone to MushPig finishes.
Turn 16: George uses mushroom to feeds himself, Dod, foresters and anyone else in MushPig. George or someone else in MushPig walks 2 fresh mushrooms to Hyde. Same person brings back a cart of stone to MushPig.
Turn 17: George uses mushroom to feeds himself, Dod, foresters and anyone else in MushPig. Hyde eats mushroom that was left in Stone zone from last turn. Road finishes. Path from Home to Stone zone complete.
The problem with this plan is that George is undoubtedly going to find himself with spare actions he can't use on useful food gathering (due to lack of a granary in MushPig) or leatherworking (due to lack of a tannery in MushPig). I suggest that he helps with the wood gathering. Another option is for George to work on building a tower during that time. It's possible that 2 stone will be left over from Dod's cart from the home zone and the Foresters can gather the extra wood needed in MushPig. There will excess stone gathered before it is needed to finish the last road, so the loss of 2 stone won't matter.
Conversely, it may be possible to have the foresters take over for George in the food plan for turns 14-17. It wouldn't be as efficient, but they could do it.
MarbitChow wrote:The "in progress" road is treated as a structure, so normal rules apply. If there are no friendlies in the zone, an enemy can disassemble the structure, which removes 2 resources per action. Its like building in reverse and twice as fast; there's a 1 in 3 chance of reclaiming each resource removed this way, and thus a 2 in 3 chance that each resource is lost.
Are "finished" roads immune from disassembling?
John Mandrake wrote:I think I will play as "Raithar," a Warrior/Metallurgist.
Please be warned that it may be a while before we are able to build you a suitable furnace or forge. We're in the middle of a plan to build a series of roads and that takes priority. It appears that the furnace would quickly find itself hindered by the cost of transporting resources without roads. "Dod unlocks Furnace - Converts 1 Ore + 2 Wood into 1 Iron Bar (Requires 4 actions) 2x2, 12 Stone, 1 User" Fortunately, in the meantime, we can equip you with a spear and shield, and you can train your warrior skills at the training dummy.