the exiles of kimberon – year 2

<< Year 1

Year 2

Welcome back! We’re just starting year two, and the various resource belts are feeling a bit tight. Food is holding steady, but we’ve cut down most of the convenient trees (apart from those we want to keep). We’re also running very low on tools and coats, so that’s our next priority.

Hunters are gathering leather – they got a single deer at the very tail end of winter, so as meager as it is, we are producing raw materials for coats.

The real problem with the smithy is going to be raw materials.

Screen Shot 2015-04-16 at 9.55.33 AM

We simply do not have enough stone or iron gathered. There are a lot of rocks in the general area, but people are being stubborn about picking them up – so I’m going to have to tell them to prioritize it.

We’re also going to finally break down the original cart that all of our starting supplies came in. People keep threatening to walk down to it, and that is something that cannot be allowed.

It is mid spring, we have 15 adults and have gathered enough materials to finish the smithy… and have run out of tools. So not a moment too soon. Now I just need to bully the builders into actually building.

Well, that was the most useless spring ever. Because tools are breaking for people, they’re working slower… which means food production is slightly down. The smithy is almost complete, however, so hopefully we’ll be able to replace all of our tools before summer is out.

The smithy is complete. I’d planned on building the butcher next, but right now, I think a fishery is more important as our food stores are under 400 and the population is only growing.

With Colonial Charter, the base smithy is changed. Instead of producing iron and steel tools, it gives you the choice of “crude” or iron tools. To get steel tools, we need to first upgrade the smithy (which will require bricks).

I normally don’t ever produce crude tools, but I think we might have to in this case. They wear out much more quickly (4x as fast), but are that much cheaper to produce (1 iron makes 3 crude tools – vs 1). And flimsy tools are better than nothing.

Once we restock up to some sort of surplus of tools again, I’ll switch the smithy back to normal iron mode.

Screen Shot 2015-04-16 at 10.08.05 AM

It is mid autumn, and everyone has tools again, and there are 15 spares in the shed. Back to iron.

The fishing dock is working and feeding into an adjacent meat locker. This puts our next priorities as a butcher and a tailor to process all of the deer we are producing.

Screen Shot 2015-04-16 at 10.24.36 AM

I’d really like to see coat production started before winter hits… and I think the best place for the tailor is going to be back behind the woodcutter. Unfortunately, I’d placed some dirt roads in the way, so those will have to go.

In the meantime, I guess we’ll also resume work up the butcher shop.

People are having to walk a long way to find trees now. After these buildings are done, we need to add two more houses – as our adult population is up to 16 but we only have 6 houses. But in order to make the houses, I am planning on deforesting the other side of the river… which means we need to make a bridge. Got all of that?

  1. butcher
  2. tailor
  3. bridge
  4. 2 houses
  5. forester

Yeah, a forester. Thickening the forest here will increase our food yield significantly, and prevent as much long walking to neighboring forests.

Early winter, and we’re down to 2 coats. The space for the butcher shop has been cleared out, but not for the tailor yet. I’m having to encourage people to go collect logs.

Screen Shot 2015-04-16 at 12.00.09 PM

Sigh. And after we cleared out the roads… it turns out the ground isn’t quite flat enough in that area for the tailor shop. I’ll put a stockpile in the usable space where the roads used to be and place the tailor on the other side of the road. instead.

Late winter, and the butcher shop is finally under construction. We still have 2 spare coats. I think the bridge is a higher priority than the tailor or new houses now.

Yeah. We’re going to build the bridge next, this is ridiculous.

Year 3

And that’s the end of year two and food production is finally going up again. We probably need to add a general purpose barn to accomodate it, actually… but that’ll cost 48 wood we don’t have.

The butcher had just started processing some meat as the season turned, but hasn’t finished anything yet. Thankfully, the fishery managed to produce enough to keep the people from eating too much plain venison.

The gatherer produced a decent amount of food, all things considered, but I think that it could be producing 20% more once we get the forester online – even without educated labor (which only half of our adults are now).

The hunters actually did an amazing job, producing 720 meat and 20 leather. The tailor will be able to stay busy for a while once we get around to finishing it.

Screen Shot 2015-04-16 at 12.08.53 PM

I am mostly concerned about wood availability right now. Cheaper houses burn more wood to stay warm during the winter, but more expensive homes cost more wood to produce in the first place… it’s vicious, I tell you 🙂

Leave a Reply

Your email address will not be published. Required fields are marked *