Sogwood III:
Vendetta upon the jungle and its fishpeople.
Day 1
The latest experimental build added one very useful feature, being able to manually assign work crews to workshops.
I already got the kitchen and carpentry worskhop up, as is recommend by the Royal Manual of Colonial Design and Bureaucracy.
Day 2
Barely a day in and a fishperson raid appears. At least it is just 3 of them.
I also got some immigrants. Two farming fields are up ASAP as I need that food production to counter the fact that I can't hunt game for food. Ammo conservation and all that.
Also work has begun on a defensive perimeter constructed out of gabions.
Day 3
GUNS FOR THE GUN THRONE
Day 4
More migrants. Here you can see how I plan on fortifying the colony. Buildings double as gates and walls. Since for now fishpeople are incapable of running inside buildings or destroying doors (they can destroy gabions though), this should help minimise casualties during raids and protect my crops.
And here the fishy foes come.
BTW some of you will be pleased to know that job prioritization and AI, especially for soldiers, works a lot better now. So soldiers prioritize attack/defend tasks over building gabions and what not.
Day 5
Another fishperson raid. Madness.
Day 6
New animal, not sure how tasty it is or what is it called but colonists can hunt it.
With the northern perimeter done I focus on the south, from which more fishpeople attack. First I need to remove all the crap lying around there and flatten the terrain.
Day 7
Since I have no bullet production supply chain up and running, I get more guns and ammo.
Bah, this colony site is so far pretty poor in minerals of any kind. Mostly chalk and coal lying around. Shit may get tough without some sulphur or proper ores.
More fishpeople. BTW remember those spiky ball weapons the fishpeople sometime hold? Well, those were actually grenades, and they work now. The explosion is far less lethal than one might think, didn't lose anyone to it yet.
Ah crap, I need more farming fields. Hunting the shit out of everything, when animals flocked to civilization rather than avoid it due to a bug, made avoiding starvation pretty easy. Not so with ammo being an issue.
Starvation has particularly hit a far off work crew that was mining precious Imperial Clay. Nearest clay deposit was very far away, so a prole dying from starvation was not surprising. His overseer however takes the initiative and fights famine by butchering and eating his former subordinate.
Day 9
This time around I grab more food as there have been two more deaths due to starvation.
Seven more fishpeople to murder. Two more farming fields are up, coconuts are getting foraged by the truckload and most of the inner perimeter is done.
Well, that's piss poor timing to be caught with a log in your hands.
Luckily his comrades in arms rush to avenge Nerrick's death.
Cog is with us! The fishpeople lose morale and start routing.
Day 10
Still, one of them manges to chase off an overseer and kill him.
Day 11
A new notification. Seems some upper class colonist died. In the future those will probably be tied to prestige. I know there's a "death of an aristocrat" event lying disabled in the game files, that shit is supposed to prompt an investigation or a prestige drop.
Day 12
The colony loses a few more people due to starvation. The good news is that the fields are worked at maximum and the refinery is up. Soon the southern perimeter will be finished and I will be able to start producing much needed metal bars. Once I find some bloody ore.
To be continued...