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Arverniraider24
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Arverniraider24
1,088 posts
Peasant

The 17th century, the age of exploration. You have been selected to lead a colony for your great nation. Survive native attacks, enemy fleets, cold of winter, diseases, and starvation. Can you led your colony to greatness?

Leader Name:
Colony Name:
Nation: (United Provinces (Netherlands), France, Portugal, Great Britain, Spain)
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: (South, New England, Middle, South America, Caribbean)

  • 66 Replies
StormDragon
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StormDragon
4,584 posts
Peasant

Leader Name: Drake Wolf
Colony Name: Freedom Forest
Nation: United Provinces
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America

I guess I can try this.

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

Leader Name: Sean Deane
Colony Name: The Haunt
Nation: Ireland.
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America (Mayhap I can use my geographical knowledge to my advantage...)

Two civilization RPG's in one week, lets see which is more interesting.

Arverniraider24
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Arverniraider24
1,088 posts
Peasant

Ooooooooooooooooh...
Two rival nations, geographically close, this will be fun!

You are both in the north of Brazil, about 8 miles apart, with Jack's colony being more to the north.

Leader Name: Drake Wolf
Colony Name: Freedom Forest
Nation: United Provinces
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America

(you know that the United Provinces is the Netherlands, right?) You have been sent by the cabinet of the United Provinces to gain land in a new world. Your colonists step off the ships, and set up a temporary camp. After an early attack by natives prompted a wall being set up. Your colony is now a permanent one (hopefully), and your villagers ask what to do next. What will you do?

Leader Name: Sean Deane
Colony Name: The Haunt
Nation: Ireland.
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America

read what I said for Storm, minus the Netherlands part and put the monarch of Ireland instead of the cabinet of the United provinces.

anewbeginning
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anewbeginning
379 posts
Nomad

Leader Name: David Jones
Colony Name: New France
Nation: France
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources-
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
Possible Construction:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: (South, New England, Middle, South America, Caribbean)

Can I have a piece of eastern Canada as a region, being that's where France settled? If not, I'll take New England.

StormDragon
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StormDragon
4,584 posts
Peasant

Leader Name: Drake Wolf
Colony Name: Freedom Forest
Nation: United Provinces
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America

OOC: There is no need to worry I like the Netherlands and researched before I made my choice cause I didn't know for sure.

IC: I have five people start work on a harbor and five work on a lumber mill.

Arverniraider24
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Arverniraider24
1,088 posts
Peasant

Leader Name: Drake Wolf
Colony Name: Freedom Forest
Nation: United Provinces
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 25
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America

you only have enough wood for one.

Leader Name: David Jones
Colony Name: New France
Nation: France
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources-
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
Possible Construction:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: Canada

Sure! read my introduction, but again, put in monarchy of France instead of cabinet of the United Provinces

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

Leader Name: Sean Deane
Colony Name: The Haunt
Nation: Ireland.
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 75/100
Region: South America

(At the time it would have been the monarch of England seeing that the English stole our land at the time. Also at the time I don't believe the Netherlands and Ireland had any negative relations, the only major one would be that England was in control of Ireland, and the Netherlands and England weren't getting along very well at the time... So knowing this someone from the Netherlands wouldn't have any problem with an Irish man, as long as he didn't follow the King of England... If you see what I'm getting at here StormDragon...)

I set out five to start building a harbor, five to build a farm and the remaining five to begin building a lumber mill.

I then equip my militia with their weaponry (One sword and one musket each.) and send them to patrol the wall. I also give myself a knife and give the remaining nine out between my people.

Arverniraider24
offline
Arverniraider24
1,088 posts
Peasant

Leader Name: Sean Deane
Colony Name: The Haunt
Nation: Ireland.
Buildings: 15 Houses, Wood Wall, Town Center
Population: 15
Resources:
wood: 10
iron: 10
food: 40
Season: Spring
Soldiers: 5 Militia
Weapons:
5 muskets
5 swords
10 knives
Construction: none
possible:
harbor (allows fishing, trade with European powers), lumber mill(allows wood production), barrack (allows recruitment of infantry, scouts), farm (allows food production), Church (increases happiness), native camp (allows recruitment of guides, auxiliaries, allows trade and negotiation with 1 native tribe)
Happiness: 72/100
Region: South America

Your people begin building the harbor, but your patrolling men begin creating stories about sounds they heard, making them into demons and other evil spirits. (-3 happiness)

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

(How long does it take for something to be built?)

Arverniraider24
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Arverniraider24
1,088 posts
Peasant

about 1 day, so at 12:48 it will be done.

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

(Real time?)

Arverniraider24
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Arverniraider24
1,088 posts
Peasant

yes. But the more workers, the faster it goes.

Arverniraider24
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Arverniraider24
1,088 posts
Peasant

And you will need to write a book of laws for your colony.

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

(I was hoping that wouldn't be the case.)

Give me a few mins to think of a few... (Good idea by the way.)

Arverniraider24
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Arverniraider24
1,088 posts
Peasant

because right now, I could walk into your village, kill all of your colonists, and leave, without doing anything illegal.

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