Discussion in 'Clockwork Empires General' started by Unforked, Jul 11, 2016.
Sure! Ready to go? You can take @Lipschitz's save and go next if you like.
Cool beans. I'll grab the save and get started.
Yo, this colony is nuts. I'm writing as I go, be patient with me!
Well. I successfully completed my three days, but Steam ate all my screenshots, so I'll dispense with the narrative and leave a few notes.
1. There is a laboratory now, fully staffed.
2. The vicarage is now staffed.
3. The kitchen is now producing pickled fungus in addition to the sausages.
4. There is something in the cornfield.
Best of luck.
Question for players:
Now that 53A is out, you probably want to mess around with it and play your own games. It's possible to switch back to 53 to continue our colony, then go back to 53A, but some of you might not want to "regress" to keep going on our game. Do you guys want to continue, or should we call it?
I'd be down for a new colony in 53A. Considering our mines are only producing rock, sand, and clay we're at a resource impasse anyway.
Is there a way to keep the colony in 53A, since it's an experimental update?
I personally would like to see where this colony goes. Of course, I never had a problem with the upkeep trunks, so I guess the changes going over from one to the other. I also don't play that often, only binge every now and again. But I may be an outlier here and I wouldn't mind it either.
Also, I would like some closure for the narrative of the colony.
Could say that the pompous Frenchman got on the NCOs nerves and he turned the colony into a bandit enclave
Things will almost always break sooner or later to greater or lesser degree if you attempt to play the game cross-versions. (Very glad we have a warning when players do this now because I think this created a lot of noise in our bug-fixing cycles!)
I say we keep going till the hilariously bitter end. Or maybe restart and set a challenge for ourselves, something interesting.
I would suggest not trying to run a stable colony on experimental branches. They can be fast, furious, and compatibility-breaking: I've already broken compatibility between 53A and 53B.
Well. The designers have weighed in, so we should probably continue from where I left off.
Okay, full steam ahead! I have to give up my turn for lack of reasonable time the next couple of days, so I hand it over to @Puzzlemaker
Hokay, I'll try to do it tonight.
Luck is with me! The winds of fate have brought be back to this beautiful colony once again! It's good to be back!
Well, it's certainly.. It is! Certainly! Yes!
We seem to be bereft of ores! Ah well, surely we have abundant wood! No? No wood either? Hmm.
First, we need more workers! We cannot put the cart before the horse, you know. Or the wood before the, uh, horse. Cart.
Ah, the laborer bunkhouse, a rustic building for rustic, overly romanticized folk.
Huh, that's uh, a nice shrine you have there. That is uh, hmm.
FOR SCIENCE! Of course! The third cousin twice removed of Lord Palmerstrokes personal assistant would have nothing less!
My efforts pay off! Now to put them into the woodworking group! There isn't one! Everyone has a workshop already! Well we obviously need more overseers then!
Good news! The ministry has sent us a free bar of gold! Huzzah! I wave to the airship as they pass! They look at me funny.
Oh, and our brave soldier that in a fight with a fishperson and lost. We will miss you whats-his-name!
Since we just lost our entire military, I see no need for the help of a rogue, no matter how dashing he may be!
As you can see, the colonists are perfectly healthy! Getting nice food and plenty of sleep!
Plenty of fish, sausages, and corn to eat! The fish is particularly good as well.
Suddenly, a strange brochure flew into my zeppelin. How odd. I tossed it.
A fine man wants permission to work on a private project of his! Of course I will allow it, I am a patron of the arts you know.
Finally! More overseers, I am sure things will start picking up around here!
As you can see, our chapel is having some sort of termite infestation. Everything is falling apart, even the chairs! We must make haste to repair this! If only we had wood!
Bonus picture: Wrong text on the popup!
Alas, the winds have changed yet again and I am swept away from this glorious colony! Onwards!
-Get those two new overseers chopping wood and constructing the two more laborer bunkhouses that have yet to be built.
-Once you have wood, start making repair trunks, catch us up.
-Once we are stable again, tear down and move the current mine somewhere else with better ores.
-Don't forget to build more houses for higher population, we have the food for it!
Worth noting that you can make repair trunks in the ceramics workshop using stone and bricks.
Yep, we didn't have enough bricks, for some reason the mine wasn't making enough clay. I set the ceramics to start making repair trunks from stone right before my turn ended though.
I've got the latest save; I'll get started soon.
Maybe put it on Youtube, explain what a succession game is. Might bring in more people.
Separate names with a comma.