Week thirty two Colonye post: gobs peace treaty ogers problem

in #darklands6 years ago (edited)

all you need to know as a new player [https://steemit.com/rpg/@darklands/how-to-do-darkland-new-player-tutorial)

Darkland is sitting at 5200 SP steem power. All players get two post a day, up voted from 30% if u have more then 5 workers you get 6% up vote per worker up to 90%. your comments always get a good up vote. you can make gold in the game to get steembasicincome shares.

@Blockurator
@cyber.explorer
@creativetruth
@ecoinstant
@methus
@paradigm42
@happyme
@stever82
@hhayweaver
@ligayagardener
@enjoycompany
@enosh
@mastergerund
@maquemali
@moncia90

all photos from pixabay
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you need to expect miss spelling in the post. I am a dyslexic and en English is not my main language. This post is and updated version of last weeks colony post Due do to the amount of information part of the post Copied and Pasted.
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The trading outpost.

a few colonists are reporting back to gob and the outpost of progress on the peace negotiations
it sems the goblins has trubbel whit ogres attacking there trade routes and whant help from the colonist the clear them out.

a while back the outpost send out scouts the spy on the snake clan activities. after they lost a region to @stever82 this week. the outpost is getting rapports of two groups leaving the snake clan stronghold and heading this way. but they are not sure where they are going.

Blacksmith: to put a gem in to a +1 weapon or armor make a ring.amulet it cost 5 silver.
to get better upgrades you need help from a colonist

  • buying 1 health potion for 4 food of any type
  • buying wood,stone,1-1 ratio
  • buying 1 wood or stone for 1 any food types.
  • selling 1 wheat for 2 meat,fish,wood or stone
  • selling 1 meat for 2 wheat,fish,wood or stone
  • selling 1 fish for 2 wheat,meat,wood or stone

The outpost Weapon and armor Exchange

  • +3 weapons,hide armor for 4 wood or stone
  • +4 weapons,studded armor for 6 wood or stone
  • +5 weapons,iron armor for 8 wood or stone
  • any gem weapons or armor for 15 wood or stone
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    The outpost gold Exchange
  • we are buying five silver and pay one gold
  • we are buying three gems and pay one gold
  • we are selling one steembasicincome share for 3 gold
  • we are selling one 100% up vote for 2 gold

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Regions
more info in the darkland wiki under part three:Regions
NB :read the rules on occupation before attacking a region.

All regions are medium quest difficulty enemy's 2-1

15 of 15 Regions Discovered

  1. Crimson forest weekly bonus : 4 meat and 2 hide +10% up vote owner: @methus,
  2. Shattan lumberyard bonus +6 wood +10% up vote Owner: @Blockurator
  3. Seven Sister bonus +6 stone +10% up vote Owner: @cyber.explorer
  4. Orange hills bonus +6 wheat +10% up vote Owner: The snake clan
  5. Black harbor bonus: special trade agreements +10% up vote Owner: @ecoinstant
  6. Green wally bonus +8 wheat access the Brewery +10% up vote Owner: The snake clan
  7. Shrubs bonus: two workers jone your colony +10% up vote Owner: @stever82
  8. Lake Sherwood bonus: +10 fish the owner +10% up vote Owner: The snake clan
  9. The iron company bonus: +4 iron can get a gem +10% up vote Owner:@happyme
  10. Seven silver bonus: +8 silver can get a gem +10% up vote Owner: The snake clan
  11. Red clover forest +4 herbs +10% up vote Owner: The snake clan
  12. Depp Cove +6 fish +10% up vote Owner: The snake clan
  13. Shining rock +2 gems +10% up vote Owner: The snake clan
  14. Lambert hunting and hide +8 meat 2 hide+10% up vote Owner: The snake clan
  15. Fungus Tower wizard tower +8 Fish +10% up vote Owner: The snake clan

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Darkland wiki
https://steemit.com/rpg/@darklands/how-to-do-darkland-tutorial-wiki-regions-and-quest-rules-update-1-0#comments

Overview over all Colones. and quest Rules
https://docs.google.com/spreadsheets/d/1yVIjhPnBVNHxymHEYQU-8-VolVaiTn8Us9iJWmcHaqU/edit?usp=sharing

how workers are working update here is the post on the matter.
https://steemit.com/rpg/@darklands/how-the-up-vote-is-calkulating-introduce-worker-happyness

new armor classes
https://steemit.com/rpg/@darklands/new-combat-classes

spesial food

  • goblnd stew (+3 production to wood,stone,all food,silver,iron,herbs +1 hide workers)
  • Cloudberry pie (feed it to one worker he/she will have a +5 production one week) works on all collection
  • moose sausage (+2 damage in combat) works great combined with ale)
  • barbarian ale (+2 dam +2 hit in combat)
  • Cinnamon rolls 2 (+2 to hit +2 production one week)

NB: the worker food can stack meaning you can eat the stew and a Cloudberry pie and have a ale in the same week but if the food has + to hit it do not stack

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@Blockurator

came back after the hunt of his life he has been gone for weeks he was tracking a brown bear up in the mountains he finally get the beast. bringing back meat and a bear scull he has heard it can be made in to a special helmet whit applicability. his workers jump up in joy of there leader returning they make a feast of the meat. the next day he sending out a stone shipment to the outpost to get some fish and meat. sending the workers out to work..a few of them are sleeping outside its a priority to get them a housing as soon as possible

Resources Phase:
SP Delegated: 40SP (three workers)
Silver workers: (five) next one 30 silver
Wood 13 (+6 Region)(-3 fire)(-10 repair the silver mine)
Stone 82 (-30 trade)
wheat 32 (+21 worker)(-8 workers)
Fish 10 (+10 trade)
meat 7 (+10 quest)(-8 worker)(+5 trade)
Silver 51 (+10 workers)
gem 7 (+1 workers)
health potion 13
iron 0
Ale 0
herbs 22
Gold 7 of 10
hide 1 (+1 quest)
animal scull 1 (+1 quest)

Colony conditions:
Current Modifiers: (specialty farming)(Shattan lumberyard +6 wood)
+1 Stone -1 wood +1 stone gunnars pickaxe
Workers 50% natural)(your workers need two different food (2 of 3 housing)

weapons(+4 iron axe)(+5 iron long sword 3 dam/gem)(+4 bow 2 dam)(+5 bow 3 dam)
(+5 iron sword 3 dam)

armor(+4 armor iron Shield) (2x +2 hide chest)(2x +1 hide leggings)(+1 hide boots)(+1 hide helmet)(+2 studded boots)(+8 studded chest gem)

items(+1 to hit amulet)(ballistic stationed defenses)(+1 hit +1 armor collar for talon)

Production Buildings (all building in the colony file etc more info)

  • Research bench 1 and 2 (need a worker)
  • Silver mine +5 silver (need a worker)
  • Farm +5 wheat (need a worker)
  • Stone Quarry +5 (need a worker)
  • herb cabin (+3 herbs herb Forager)(Alchemist +2 potion a turn)
    see colony file on more info.

Colony Phase:
you can move u eight around if u want.
here are your workers from last week.
0 Lumberjack; 3 farmer; 0 Stone Quarry ; 1 Builder; 0 Scientist; 2 Silver miner,0 herb Forager,0 alchemist

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

Lumberyard, House, (damage silver mine 10 wood to repair)

research (need a Scientist)
buildings:,cabin, Barracks,iron mine,Brewery,Blacksmith,armorer,stone wall,wizard tower

Level 2 buildings: lumberyard, quarry stone,Farm, iron mine ,silver mine, herb cabin
gem mine and town hall

alchemist (need a Scientist)
using astride book discoverer potions 0 of 5.

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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@cyber.explorer "fyres forest"

is resiving a lot of goods from all over he sending his workers out the hunt and work in the lumberyard and giving them some goblin stew then he is leaving the colony a few days to see if he can work on getting a peace treaty between the Big rock goblin clan and gobs tribe. he and a few colonists are meeting the goblins in a natural area.

he is meeting creativetruth,happyme and a few more colonists they are going to a neutral location. there a small but well armed force is meting them. the diplomat from the goblins. is indicating they have been attacked from the undeads to but there defenses are strong and they have no problems repelling the attack, but this has made the goblins vulnerable elsewhere and they trade routes are getting attacked by ogres if the colonist can secured the trade root a peace treaty can be accept.
the goblind gave you a small good will gift

Resources Phase:
SP Delegated: 160SP (five workers)
Silver workers: (seven) next one 40 silver
Wood 78 (+55 worker)(-5 fire)
Stone 34 (+7 Region)(+15 trade)(+4 quest)
meat 46 (+42 workers)(-15 trade)(-13 workers/dog)
fish 0
wheat 17 (+25 trade)(-12 workers)
Silver 95 (+61 trade)(-10 armorer)
hide 41 (+10 hunters)(-28 armorer)(+59 trade)
ale 3
gem 5 (+7 trade)(-2 armorer)
iron 11 (-6 armorer)
health potion 2
herbs 4 (+3 quest)
Gold 8 of 10 (+1 tax)(-1 trade)
skull 0
moose sausage 3
goblin stew 1 (-1 used)
Cloudberry pie 1 (+1 quest)

Colony conditions:
Current Modifiers: (specialty hunting)(+7 stone Seven Sister region , stone (gunnars pickaxe)
+2 wood -2 stone )(Cabin +1)
Workers 100% good)(your workers need two different food (4 of 4 housing)

weapons(+5 iron war hammer gem 6 dam two hands)(+5 dark staff 2 melee damage)(+5 crossbow 4 dam)(+5 iron hammer/gem 5 dam one hand)
(+5 war hammer 5 dam two hands)

armor (+2 iron horn helmet)(+4 iron helmet)(+4 studded chest)(+4 iron shield)(+16 iron chest/gem)(x2 +4 iron leggings)(x2 +4 Iron boots)

items(wolf pelt +1 hit)(+1 amulet)(blazed Spiked collar w/gem +1)(+2 wolf tooth amulet)

Production Buildings (all building in the colony file etc more info)

  • Hunter cabin (+4 food +1 hide (need a worker)
  • Lumber yard +5 wood (need a worker)
  • Stone Quarry +5 stone (need a worker)
  • Armorer (need a worker)
  • iron mine +3 iron (need a worker)
  • Blacksmith (need a worker) (see colony file for more info)
  • Silver mine +5 silver (need a worker)
  • Iron gate
  • Barracks

Colony Phase:
u can move your twelve if u want.
here are your workers from last week.
5 Lumberjack; 5 hunter; 0 Miner; 0 Builder; 0 Scientist;2 Armorer ,0 iron minder, 0 Blacksmith,
0 quest.0 soldier

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

House ,Research bench two,herb cabin, Brewery ,wizard tower, ,moat,Barracks

research (need a Scientist)
buildings: guard tower, batteling ram,trebuchet

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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@creativetruth "Silvery Marsh"

is giving his workers a goblin stew big Jake ale is been rolled out in barrels. he is meeting cyber.explorer, happyme and a few more colonists they are going to a neutral location. there a
small but well armed force is meting them. the diplomat from the goblins. is indicating they have been attacked from the undeads to but there defenses are strong and they have no problems repelling the attack, but this has made the goblins vulnerable elsewhere and they trade routes are getting attacked by ogers if the colonist can secured the trade root a peace treaty can be accept
the goblind gave you a small good will gift

and new weapon has been added in the tank class the blunderbuss short range devastating damage fire iron fragments. it need ammo. and area damage

Resources Phase:
SP Delegated: 80SP (four workers)
Silver workers: (six) next one 35 silver
Wood 15 (+9 worker)(-5 fire)(+4 quest)
Stone 20 (+12 trade)(-20 trade)
wheat 56 (+62 worker/pig)(-10 workers)(-8 ale)(-16 trade)(+10 trade)
meat 13 (+6 trade)
Fish 1 (+10 trade)(-10 workers)
Silver 5
ale 2 (+4 worker)(-4 trade)
gem 10
health potion 2
Armor Potion 3
Greater healing 1
iron 14
herbs 7
Gold 2 of 10 (+1 tax)(-3 Sbi)
hide 6 (+5 quest)
'animal skull 0
goblin stew 4 (-1 used)
moose sausage 2
Cloudberry pie 3 (+1 quest)

Colony conditions:
Current Modifiers: (specialty farming)
+1 stone (gunnars pick axe) -1 stone +1 all (Cabin)
Workers 100% good)(your workers need two different food (4 of 4 housing)

weapons/(+4 "Fang")(+6 hunter bow 3 dam)(+5 iron sword 4 dam)(2x+3 cross bow 5 dam)
(3x +5 iron sword 3 dam)(+5 Spike club (Barbarian) 4 dam)(2x+5 iron warhammer 5 dam two hand)

armor (+2 studded boots)(+2 studded leggings)(+2 armor horn helmet)( +1 armor hide leggings)( +1 hide boots)(9x +2 hide chest)(+1 hide helmet)(+4 iron shield)(+4 iron leggings)(+4 iron helmet)
(+4 Ranger Helmet +1 range hit)

items(+1 to hit amulet)(dark staff)(book)(+1 ring)

animal companion pig

Production Buildings (all building in the colony file etc more info)

  • Research bench two (need a worker)
  • Farm +5 wheat (need a worker)
  • lumber yard +5 wood (need a worker)
  • Stone Quarry +5 stone (need a worker)
  • Silver mine +5 (need a worker)
  • Blacksmith (need a worker) (more info see colony file)
  • herb cabin (+3 herbs herb Forager)(Alchemist +2 potion a turn)
  • Brewery (one worker can make 2 ale a turn using 4 wheat.)
  • iron mine +3 iron (need a worker)

Colony Phase:
you can move your ten if u want
here are your workers from last week.
1 Lumberjack; 2 farmer; 0 Miner; 0 Builder; 2 Scientist;1 Silver miner,0 herb Forager,1 alchemist,1 brewer, 1 quest, 0 Blacksmith. 1 iron miner

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

Wood wall,wizard tower,
iron mine,stone wall.

research (need a Scientist)
buildings:, Barracks, armorer.

Level 2 buildings: lumberyard, quarry stone,Farm, iron mine ,silver mine, herb cabin
gem mine, marketplace (can send out trade caravans) and town hall (upgraded cabin)

Blacksmith research(need a Scientist) (more info see colony file)
alchemist (need a Scientist) using astride book discoverer potions 5 of 5.

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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@Ecoinstant "Sustainable Acres"

is ruining back and forward from black harbor all week. Paige has come back from liberating the scrubs. the loot is been delivered later when its been decide what she will get. but the most inporten is one more loos for the snake clan. we cant have a war on two sides now. the wizard armor is almost done but Rastael is still in his tower. the blacksmith is done

Black harbor

  • buying 50 stone for 25 hide (last week)

    Black harbor trade fund
    wood 30 (+30 trade)
    stone 7 (-30 trade)
    healing potions 0 (+9 trade)(-9 trade)
    meat 6 (-30 trade)

Resources Phase:
SP Delegated: 320SP (six workers)
Silver workers: (six) next one 35 silver
Wood 90 (-5 fire)(- 20 construction)
Stone 126 (- 40 construction)(-210 trade)(+160 trade)
wheat 100 (+30 workers)(-12 workers)(-15 trade)
fish 32 (+192 trade)(-160 trade)
meat24 (+15 trade)(-12 workers)
Silver 60 (+54 workers)(-16 trade)
gem 2 (-2 trade)(+1 gift)
health potion 12 (-48 trade)(+48 trade)(-1 quest/used)
Greater healing 1
iron 0
hide 19 (+34 trade)(-18 trade)(+1 gift)
ale 3
herbs 2
Gold 2 of 10 (+1 tax)(+1 trade)
animal scull 0
goblin stew 5 (-1 used)
moose sausage 2
cloudberry pie 1

Colony conditions:
Current Modifiers: (+1 specialty farming)( Region Black harbor Special trade agreements)
-1 stone and wood +1 stone (gunnars pick ax) Cottage +1 production
Workers 100% good)(your workers need two different food (4 of 4 housing)

weapons(+5 bow 3 dam)(+5 long sword)(+5 iron spear 2 dam)(+5 wizard staff 2 dam )
(2x +5 iron sword 3 dam)(x5 +4 stone club)(+5 iron sword 4 dam)(2x+5 war hammer two hands 5 dam)
(+3 crossbow.5 dam)

Armor(+2 hide chest)(+4 studded chest)(+3 iron helmet)(+4 iron boots)(+4 iron leggings)(+4 iron shield)(+1 hide helmet)(x2 +1 hide boots)(+1 hide leggings)(+2 studded hide leggings)(+2 studded hide helmet)(+2 wizard boots)(+2 wizard leggings)(+2 wizard helmet +1 spell hit)(+8 Wizard Chest Piece)

items(2x+1 ring)(2x+1 hit gem necklace)(wolf scull)
+2 range hit. Eye of Accuracy (Ranger) and +2 spells hit. +1 spell dam "Ring of Healing" (Cleric)

Production Buildings (all building in the colony file etc more info)

  • Lumber yard +5 wood (need a worker)
  • Farm +5 (wheat/food) (need a worker)
  • Research bench two (need a worker)
  • Stone Quarry +5 (need a worker)
  • Silver mine +5 (-2 food) (need a worker)
  • Wizard tower (see colony file on spells etc)
  • Brewery (one worker can make 2 ale a turn using 4 wheat.)
  • Herb cabin (+3 herbs herb Forager)(Alchemist +2 potion a turn)
  • Barracks (hire a Soldier whit a base stat of 5)
  • Blacksmith (need a worker) colony file etc more info)

Colony Phase:
u can move your eleven workers if u want
here are your workers from last week.
0 Lumberjack; 3 farmer; 0 Stone Miner; 1 Builder; 0 Scientist, 6 Silver miner,0 wizard,0 brewer,
3 alchemist, 3 herb Forager, 0 Soldier, 0 Blacksmith

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

Wood wall, ,Blacksmith
iron mine,iron gate,ballista,moat,Trebuchet

research (need a Scientist)
buildings:armorer,battering ram,guard tower, fire shot

spells: a few more has been added (see the colony file etc more info)
alchemist using astride book discoverer potions 4 of 5.

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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@methus

is on the way back from defending the snake clan at the scrubs. and valuable shipment has been send to @cyber.explorer "fyres forest" he is waiting for excitement to get his new wizard armor complete.

(the loot will be added when you know what you are getting from the quest)

Resources Phase:
SP Delegated: 80SP (four worker)
Silver workers: (four) next one 25 silver
Wood 28 (-4 fireplace)
Stone 80 (+32 workers)
meat 16 (+4 region)(+8 workers)(-8 workers)
Wheat 4 (-8 workers)
Silver 10 (+10 workers)(-45 trade)
hide 6 (+2 region)(+2 workers)(-32 trade)
Ale 1
gem 8 (+1 workers)(-5 trade)
health potion 4
Greater healing 1
iron 2
herbs 8
Gold 4 of 10 (+1 tax)
animal skull1
barbarian ale 0
Goblin Stew 3
moose sausage 2

Colony conditions:
Current Modifiers: (specialty hunting)(Region Crimson forest +4 meat +2 hide)
+2 stone (+1 stone gunnars pick axe)
Workers 100% good)(your workers need two different food (3 of 3 housing)

weapons:(+3 bow)(+4 bow)(3x +5 iron sword 2 dam)(+4 spike wood club)(3x +3 stone club)(x2 +3 stone ax)(+4 heavy stone spear 3 dam(+4 stone spear)(+6 dark staff 2 melee damage and +2 spell dam)(+5 Bow 3 dam)(3x +5 swords 3dam)(2x +3 warhammer 5 dam)(2x +3 crossbow 5 dam)(+5 dark staff 2 melee damage)

Armor(+4 armor iron Shield)(2x +2 wood shield)(+2 studded boots)(+2 studded leggings)(+2 hide chest)(+3 hide chest/gem)(+1 hide helmet)(4x +1 hide leggings)(+1 hide boots)(+2 wizard helmet +1 spell dam)(+4 studded hide boots gem)(+4 studded chest)(2x+4 iron leggings)(+4 iron helmet)(+16 armor tower shield (tank)
(+10 armor tank helmet (tank)

items(+1 ring)(+1 hit gem amulet)

Production Buildings (all building in the colony file etc more info)

  • hunter cabin +4 meat +1 hide (need a worker)
  • Research bench (need a worker)
  • Silver mine +5 silver (need a worker)
  • wizard tower (see colony file on more info)can hire a wizard)
  • Barracks (hire a Soldier whit a base stat of 5)
  • Herb cabin (+3 herbs herb Forager)(Alchemist +2 potion a turn)
  • Stone Quarry +5 stone (need a worker)
  • Guard tower (passive defensive building)

Colony Phase:
u can move your eight workers if u want
here are your workers from last week.
0 Lumberjack; 2 hunter; 4 stone Miner; 0 Builder;0 Scientist, 2 Silver miner,0 wizard,0 Soldier,0 alchemist, 2 herb Forager

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

Lumber yard, Wood wall, Barracks, Research bench two,Blacksmith,Gold mine, Armorer and house

research (need a Scientist)
buildings:, cabin,iron mine, ,iron gate,ballista, batteling ram, Trebuchet, and moat

spells: Roots,Rage,berserk
alchemist using astride book discoverer potions 2 of 5.

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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@Paradigm42

the colony is silents. she is gone. around the fire place is 3 dead workers the plague has take them away from this place. the last worker has taken a health potion as many supplies he can carry arming up and left the colony. he is looking for a new place to call home. and a new master.

Resources Phase:
SP Delegated: 0SP
Silver workers: (zero) next one 5 silver
Wood 22 (-1 fireplace)
Stone 85
meat 15 (-5 escaping worker)
Silver 30 (-10 escaping worker)
hide 20 (-5 escaping worker)
ale 0 (-1 escaping worker)
health potion 1 (-2 escaping worker)
iron 9
gem 8 (-3 escaping worker)
Cinnamon rolls 1
herbs 6
Gold 7 of 10

'Colony conditions:(plague 3 of 4 workers dead
Current Modifiers: (specialty hunting) +1 stone +1 stone gunnars pickaxe -2 wood
Cottage +1 production
Workers (get activate after 5 workers)

weapons (+5 long sword)(2x +3 wood spear)(+3 bow)(+4 spiked club (Barbarian)(+4 iron battle ax gem 5 dam)(+5 dark staff 2 melee damage)

Armor

items(+2 hit bear cape "special item")

Production Buildings (all building in the colony file etc more info)

  • Research bench (need a worker)
  • Hunter cabin +4 meat +1 hide (need a worker)
  • Stone Quarry +5 (need a worker)
  • Silver mine +5 (need a worker)
  • Armorer (need a worker) see colony file for more info
  • Cottage +1 production

Colony Phase:
u can move you four workers move if u want to
here are your workers from last week.
0 Lumberjack;2 hunter; 2 stone miner; 0 Builder;0 Scientist,0 Silver miner

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

lumber yard,, Wood wall, Research bench two, wizard tower,iron mine, house and Brewery

research (need a Scientist)
buildings:Blacksmith, Barracks, stone wall,herb cabin

Armorer (need a Scientist) see colony file for more info

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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paragrim.jpg

@happyme

is meeting cyber.explorer, and a few more colonists they are going to a neutral location. there a
small but well armed force is meting them. the diplomat from the goblins. is indicating they have been attacked from the undeads to but there defenses are strong and they have no problems repelling the attack, but this has made the goblins vulnerable elsewhere and they trade routes are getting attacked by ogers if the colonist can secured the trade root a peace treaty can be accept
the goblins gave you a small good will gift. back in the colony life is going as normal not a lot going on
and this is good thing the worker feel

Resources Phase:
SP Delegated: 80SP (four workers)
Silver workers: (two) next one 15 silver
Wood 72 (-3 fire)(+4 quest)
Stone 81 (+32 workers)(-12 trade)
meat 91 (+12 workers)(-6 trade)(-6 workers)
Fish 43 (-3 worker)
wheat 57 (-3 worker)(+6 trade)
Silver 51
hide 33 (+2 workers)
gem 6 (+1 workers)
Herbs 4 (+4 quest)
Gold 5 of 10 (+1 tax)(-4 up votes)
health potion 0
armor potion 2
Greater healing 1
iron 9 (+4 Region)
Ale 7 (+4 trade)
Goblin stew 2
moose sausage 6
Cloudberry pie 1 (+1 quest)

Colony conditions:
Current Modifiers: (specialty hunting) (+1 all production Cabin)
+1 stone +1 hunter +1 stone gunnars pick axe)(+4 iron iron company)
Workers 100% good)(your workers need two different food (2 of 2 housing)

weapons:(+5 long sword 3 dam gem)(+5 bow/gem 5 dam)
(+5 iron sword 3 dam)(+5 long sword/gem 4 dam )(+5 war hammers two hands 5 dam)(+3 crossbow 5 dam)

Armor(+4 studded chest plate)(2x +1 armor hide helmet)(6x +2 hide chest plate)(+1 hide leggings)(2x +1 hide boots)(+16 iron chest gem)(+8 iron leggings gem)(+4 Armor iron shield)(+4 iron helmet)(2x +4 iron leggings)(+2 Studded hide boots)

items(+1 hit gem Ring)(2x +1 hit gem amulet)(+2 range hit Eye of Accuracy)

Production Buildings (all building in the colony file etc more info)

  • Stone Quarry +5 stone (need a worker)
  • Hunter cabin +4 meat +1 hide (need a worker)
  • Research bench (need a worker)
  • Cabin +1 all Resources building)

Colony Phase:
u can move you six workers if u want to
here are your workers from last week.
0 Lumberjack; 2 hunter; 4 Miner; 0 Builder;0 Scientist,

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

lumber yard, Wood wall,herb cabin, Research bench two,stone wall,Blacksmith, cabin, house

research (need a Scientist)
buildings: silver mine,iron mine,wizard tower, armorer,Brewery, and Barracks,

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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cyrber.exslore.jpg

@stever82

has successfully liberate the scrubs region from the snake clan. two prisoners has jone his colony the three of them are on the way back. the workers are veak but one of them is carry a studded chest plate and the second one carry a iron sword. while @stever82 has a hide armor set a bit of meat and a spear. back home one of your silver miner found a gem in the mine but he is more pleased when he ses the two now workers

Resources Phase:
SP Delegated: 80SP four workers
Silver workers (three) (next one 20 silver)
Region workers (two)
Wood 79 (+22 worker)(-4 fire)(+10 trade)
Stone 32 (+15 trade)
Fish 44 (+22 worker)(-7 worker)(-20 trade)
meat 42 (+10 trade)(+4 meat)(+8 quest)
Wheat 42 (+10 trade)(-7 worker)
Silver 44 (+27 workers)
iron 5
ale 1
Health Potion 2
Greater healing 1
hide 6 (-1 gift)
gem 3 (-1 gift)(+1 worker)
Herbs 4
Gold 4 of 10 (+1 tax)
Animal scull 2
Barbarian Ale 1 (-1 used)
Goblin stew 6
moose sausage 3
cloudberry pie 3

Colony conditions:
Current Modifiers: (specialty fish)
+2 wood -2 stone +1 stone gunnars pick axe)(Cottage +1 production)
Workers 100% good)(your workers need two different food (3 of 3 housing)

weapons (+5 iron axe)(+5 iron spike club/gem 5 dam (Barbarian)(+5 bow 3 dam)(2x +3 stone club)(+4 bow)(2x+5 iron sword 3 dam)(+4 stone club 2 dam)( +3 war hammer 5 dam)(2x +5 iron war hammer 5 dam two hand)(+5 iron sword/ gem 4 dam)(+3 cross bow 5 dam)(+4 short spear 4 dam)

Armor(+4 armor large wood shield)(2x +1 armor hide helmet)(5x +2 armor hide chest)(2x +1 hide leggings)(2x+1 hide boots)(+2 studded hide boots)(2x +4 studded hide chest)(+4 iron leggings)(+2 studded hide leggings)(+4 iron boots)

items(+2 boar fangs amulet)(bear cub)

Production Buildings (all building in the colony file etc more info)

  • Research bench (need a worker)
  • Fishing Cabin +7 food (need a worker)
  • Cottage +1 production
  • Lumber yard +5 wood (need a worker)
  • Silver mine +5 (need a worker)

Colony Phase:
u can move you nine worker if u want.
here is the jobs your can do

1 Lumberjack;3 fisherman;0 Miner;0 Builder;0 Scientist, 3 Silver miner

Available Buildings see colony file on more info cost etc
u can build building if u have the materials and a workers/player to do it.

Stone Quarry,Blacksmith, Wood wall, silver mine , Research bench two,Brewery,armorer, herb cabin

research (need a Scientist)
buildings:,iron mine,wizard tower
stone wall and Barracks.

Quest:
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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paragrim.jpg

@hhayweaver

is on the way back from helping liberate the scrubs and free the prisoners there. he is taking a small brake at a small creak and wash away the blood on his cheat plate he dont want his workers to be world on how dangerous it is out there. he has a new bow and some armor whit him the rest of the colonists on the quest has not found out what they want maby they are bringing him more items later.
back in the colony Joseph has construction the iron mine while David has been out hunting and axle is working in the silver mine. axle found a gem down there to. the workers are happy after getting different food and they are paying tax ones more

Resources Phase:
SP Delegated: 40SP three Worker
Silver workers(two) (next one 15 silver)
Wood 14 (-3 fire)(-40 construction)(+40 trade)
Stone 66 (+16 worker)(-40 trade)(-10 construction)
meat 30 (+4 worker)(-5 worker)(-10 trade)
Fish 5 (+10 trade)(-5 worker)
wheat 0
Silver 30 (-10 construction)(+6 worker)
health potion 3
gem 6 (+1 worker)
hide 18 (+1 worker)
Herbs 2
Gold 5 of 10 (+1 tax)
Animal scull 1

Colony conditions:
Current Modifiers:
+1 stone -1 wood (specialty hunting) +1 stone gunnars pick
(Cottage +1 production)
Workers 100% good)(your workers need two different food (2 of 2 housing)

weapons(+3 war hammer 5 dam (two hands)( +5 iron sword 2 dam)(+4 bow gem 3 dam)(+5 iron sword 3 dam)(2x +4 stone club 2 dam)(+4 bow / gem 4 dam)

Armor(2x +1 armor hide helmet)(2x +2 hide chest)(2x +1 hide leggings)(x2+1 hide boots)(+2 Ranger helmet +1 ranger damage)(+4 studded chest armor)

items(+1 Ring)(+2 bear amulet)

Production Buildings (all building in the colony file etc more info)

  • Research bench (need a worker)
  • Stone Quarry +5 (need a worker)
  • hunter cabin +4 meat +1 hide (need a worker)
  • Silver mine +5 silver (need a worker)
  • iron mine +3 (need a worker)

Colony Phase:
u can move your five worker if u want
here is the jobs your can do

0 Lumberjack;1 hunter;2 Miner;1 Builder;0 Scientist: 1 Silver miner, 0 iron miner

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

lumber yard,Wood wall, Research bench two, house

research (need a Scientist)
buildings: Blacksmith and armorer,Brewery,herb cabin,stone wall, Barracks and wizard tower

Quest:
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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creativtrues.jpg

@enjoycompany

got a sword deliver to her colony a few health potion from the outpost to. it feels safer now.
the food supply and stockpile is good place

Resources Phase:
SP Delegated: 20 SP Two workers
** Silver workers** (Two) (next one 15 silver)
Wood 21 (+8 @enjoycompany/worker)(-1 fire place)
Stone 20 (+3 worker)
wheat 34 (-4 worker)(-18 trade)
Silver 40 (+5 worker)
Cinnamon rolls 2 (+2 to hit +2 production one week)
gem 2
Iron 9
health potion 3 (+2 trade)
Gold 9 of 10 max (+1 tax)
Goblin stew 0

Colony conditions:(+2 specialty farming)(-1 food)(-2 stone)
Current Modifiers: +1 stone gunnars pick
Workers (get activated after 5 worker)

weapons (+5 iron sword 2 dam)(+5 long sword w/gem 3dam)

Armor (+4 armor large wood shield)(+1 armor hide boots)(+1 armor hide helmet)(+2 hide chest plate)(+1 hide leggings)

Items

Production Buildings (all building in the colony file etc more info)

  • Bed
  • Fireplace
  • Farm +5 wheat (need a worker)
  • Research bench (need a worker)see colony file on more info
  • Silver mine +5 silver (need a worker)

Colony Phase:
u can move your four worker if u want
here is the jobs your can do

1 Lumberjack;1 farmer;1 Miner;0 Builder;0 Scientist, 1 silver Miner

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

stone quarry, lumberyard,wood wall ,herb cabin

research (need a Scientist)see colony file on more info

iron mine ,cottage,Brewery,Blacksmith,armorer,Stone wall,Barracks,research bench 2
,wizard tower

Quest:
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
find out ho is following her (medium)
Region Occupy see the Region text (under the outpost)
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blockurator.jpg

@ligayagardener

he is back from the killing the undeads. back at camp his builder has made the silver mine.
his lumber jack just manage to get the amount to get the wood to make it.

Resources Phase:
SP Delegated: 20 SP two workers
Silver workers (two) (next one 15 silver)
Wood 3 (+3 worker)( -1 fireplace)
Stone 23
meat 22 (+5 worker)(-4 workers)
fish 7
wheat 5
Silver 16 (-10 outpost Blacksmith)(+5 worker)
iron 2
gem 1 (-2 outpost Blacksmith)
Gold 6 of 10 (+1 tax)
Herbs 2
Hide 12 (+1 worker)
Greater healing potion 1
Goblin stew 1 (+3 production wood,stone,meat,silver +1 hide)
Cloudberry pie 1 (+5 production to one worker one week)

Colony conditions:(+1 specialty hunting) +1 stone -1 wood -1 food
Current Modifiers: +1 stone gunnars pick
Workers (get activated after 5 worker)

weapons (+3 stone spear 2 dam)(+4 bow 2 dam)(+5 Sword 2 dam)

Armor(+2 armor hide boots gem)(+2 hide chest)(+2 hide helmet gem)(+2 studded hide boots)(+4 studded hide chest)

items(+1 Ring)(+1 amulet)

Production Buildings (all building in the colony file etc more info)

  • Bed
  • Fireplace
  • hunter cabin +4 meat 1 hide per worker
  • Research bench (need a worker) see more info in the colony file
  • Silver mine +5 silver (need a worker)

Colony Phase:
u can move your four worker if u want
here is the jobs your can do

1 Lumberjack;1 hunter;0 Miner;0 Builder;1 Scientist, 1 silver miner

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

stone quarry, lumberyard,wood wall,herb cabin and House

research (need a Scientist)see colony file on more info

iron mine ,cottage,Brewery,Blacksmith,armorer,Stone wall,Barracks,research bench 2 ,wizard tower

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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enhos.jpg

@enosh

is hire a new worker he and @enosh going to fish this week his second worker is building the Research bench, now his colony is real starting to take shape.

Resources Phase:
SP Delegated: 0 SP
Silver workers (two) (next one 15 silver)
Wood 17 (-1 fire)(-10 construction)
Stone 2
Fish 23 (+16 worker)(-2 worker)
Silver 5 (-10 hire a worker)
Gold 5 of 10 (+1 tax)
Cloudberry pie 1 (+5 production to one worker one week)'
moose sausage 1 (+2 damage in combat)

Colony conditions:
Current Modifiers: (+1 specialty fish)+1 wood -2 stone
Workers (get activated after 5 worker)

weapons (+4 sword 2 dam)(+4 bow 2 dam)

Armor(+2 hide chest)(+1 hide leggings)(+1 hide helmet)(+1 hide boots)

items(+1 Ring)

Production Buildings (all building in the colony file etc more info)

  • Bed
  • Fireplace
  • Fisherman hut +7 fish (need a worker)
  • Research bench (need a worker) see the cost etc in the colony file

Colony Phase:
u can move your two workers if you want
here is the jobs your can do

0 Lumberjack;1 fisherman ;0 Miner;1 Builder;0 Scientist

Available Buildings see colony file on more info
u can build building if u have the materials and a workers/player to do it.

stone quarry, lumberyard,wood wall,herb cabin and House

research (need a Scientist)see colony file on more info

iron mine ,cottage,Brewery,Blacksmith,armorer,Stone wall,Barracks,research bench 2 ,wizard tower

Quest
peace negotiations (part Two) Secure the goblins trading route (medium)
Gold prospector (easy)
Hunting (medium)
kill the bandit (medium)
Region Occupy see the Region text (under the outpost)
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nature-3294681__340.jpg

@mastergerund has got a job on a merchant ship. the ship is going to the outpost in the darklands. he ses the unexplored land in from off him decide to jump ship and try his luck here, one of the workers from the ship is joining him. the two of them are collecting there items and moving to shore . they journey in land they finding them self in a think forest a river is floating silent by them. a bit in side the forest is a opening they are settling down his worker is building a campfire and is ready to do one more job.

Resources Phase:
SP Delegated: 0 SP (zero worker)
Silver workers one (next one 5 silver)
Wood 8 (-1 fireplace)
Stone 6
meat 5 (-1 worker)
Silver 5
Gold 1
Cloudberry pie 1

Colony conditions:
Current Modifiers: missing bed

Weapons (+4 iron sword 2 dam)(+4 bow 2 dam)

Armor(+1 hide boots)(+1 hide leggings)(+2 hide chest)(+1 hide helmet)

Items(+1 Ring)

Production Buildings (all building in the colony file etc more info)

  • Fireplace (using 1 wood per turn)

Colony Phase:
you have one worker you can move him around
0 Lumberjack;0 Forager;0 Miner;0 Builder;

Buildings:
u can build building if u have the materials and a workers/player to do it.
Bivouac/Bed 5 wood 3 stone
Research bench 10 wood (unlocking the teck tree and new worker type)

Quest:
Discovered the immediate area (easy)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)
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vally4.jpg

@moncia90
and is steeping off the ship from the main land. she is collecting here items and start the journey to find a place to call home. the terrain start getting hilly she is out of the forest just a few trees here and there. she notes smoke in the distance she decides and investigates. in a small open spot around a lot of rooks is a fire place it has a good fire going a worker is siting next to it. the worker is friendly. she goes to talk to the worker. to worker is hungry she offers him food the worker is in here debt and he want to work for you. she ses the potential in the location and is settles down there.

Resources Phase:
SP Delegated: 0 SP (zero worker)
Silver workers one (next one 5 silver)
Wood 8 (-1 fireplace)
Stone 6
meat 5 (-1 worker)
Silver 5
Gold 1
Cloudberry pie 1

Colony conditions:
Current Modifiers: missing bed

Weapons (+4 iron sword 2 dam)(+4 bow 2 dam)

Armor(+1 hide boots)(+1 hide leggings)(+2 hide chest)(+1 hide helmet)

Items(+1 Ring)

Production Buildings (all building in the colony file etc more info)

Fireplace (using 1 wood per turn)
Colony Phase:
you have one worker you can move him around
0 Lumberjack;0 Forager;0 Miner;0 Builder;

Buildings:
u can build building if u have the materials and a workers/player to do it.
Bivouac/Bed 5 wood 3 stone
Research bench 10 wood (unlocking the teck tree and new worker type)

Quest:
Discovered the immediate area (easy)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)

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hillfarm.jpg

@maquemali

ses two more colonists going of the boat. she is here with a worker the two of them are going in to the unknown land to. they have a few supplies with them. food for a few weeks. she relay want to find good farm land trying to move down in the valley where the grass is green. she find her self in a open place tall Mountain all around not a lot of stone and trees but with a lot of work she believe if can be a good farm. the two of them is settling down. The worker making a fire place. now it already feel like home.

Resources Phase:
SP Delegated: 0 SP (zero worker)
Silver workers one (next one 5 silver)
Wood 8 (-1 fireplace)
Stone 6
meat 5 (-1 worker)
Silver 5
Gold 1
Cloudberry pie 1

Colony conditions:
Current Modifiers: missing bed

Weapons (+4 iron sword 2 dam)(+4 bow 2 dam)

Armor(+1 hide boots)(+1 hide leggings)(+2 hide chest)(+1 hide helmet)

Items(+1 Ring)

Production Buildings (all building in the colony file etc more info)

Fireplace (using 1 wood per turn)
Colony Phase:
you have one worker you can move him around
0 Lumberjack;0 Forager;0 Miner;0 Builder;

Buildings:
u can build building if u have the materials and a workers/player to do it.
Bivouac/Bed 5 wood 3 stone
Research bench 10 wood (unlocking the teck tree and new worker type)

Quest:
Discovered the immediate area (easy)
Gold prospector (easy)
Hunting (medium)
Region Occupy see the Region text (under the outpost)

DARKLANDS.jpg.

Sort:  

After chatting with my worker companion about the needs of our colony...

we decide to build a little reserves of goods, so we both lumberjack for the week.

nice to see you do your comment..10/4 :)

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LOOKING TO TRADE 10 MEAT FOR 10 FISH OR WHEAT

Let me know if you are interested.

I'll trade 10 fish for your meat.

Cool I'll give you my meat ;)

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Strange noises have been coming from the tower this week, and explosions. Rastael hasn't been seen for nearly a month, but a weird presence is felt all over camp. This time the wizard armor chest piece did not float away, but vanished from @ecoinstant's hands.

@ecoinstant needed to attend a Black Harbor Trade Convention this week, and so he is a little late with his report. When he makes it back, he sees unity in spirit amongst the colonists and workers, even as a strange feeling surrounds the tower. The men and women of Sustainable Acres are well fed and happy to work in and for peace.

We will all share in a goblin soup this week! Happyness is high for all!

(1) Paige has hired a 13th worker (7, 35 silver) before leaving for Gold Prospecting Quest
(1) Rastael remains locked in the Tower, no one has entered or left in almost 1 month (research fire wall)
(0) Ecoinstant will try out the new blacksmith by adding a gem to Paige's Bow (+5, 3 damage)
(5) workers will tend to the sustainable farm fields, harvesting food and continuing to improve the soil quality
(6) workers will mine in the silver mines

Trade - we will trade our customary 15 wheat for 15 meat with CyberExplorer

We hear of a new 'master' colonist, and we will send him 10 fish and 20 stone to get him started and establish trust. (mastergerund)

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Workers
7 will hunt, 1 will research lightning bolt spell. I will feed them goblin stew

Trade
Trade 8 stone for 4 wheat with the outpost

Quest
I will go on the goblin trade route quest.

Weapon: (+6 dark staff 2 melee damage and +2 spell dam)

Armor: (+4 armor iron Shield)(+8 wizard chest)(+2 wizard leggings)(+2 wizard boots)(+2 wizard helmet +1 spell to hit)

Items: (+1 ring)(+1 hit gem amulet)(2 healing potions)

Spells: Dark Missile, Dark Heal, Fireball

Things are starting to look up around here. This week I will have my one worker fish at the cabin and my other worker will be a lumberjack. I will also stay home this week and be a lumberjack.
Hopefully I will gain enough resources to build the lumber yard next week.
I will also trade 10 fish for 10 meat with @hhayweaver

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I'd like to keep things as they are but hire another worker for 15 silver. He can mine when he gets here. My scientist will research a herb cabin

Posted using Partiko Android

10/4 but you have already research a herb cabin last week.

So I did. Maybe I should research wooden walls

Posted using Partiko Android

you have the woosd wall to. buldings you can research is under the "research" in your colony. but you dont need to research them before you are planing to build them