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tyreil829
say if became the leader of a small group of people and had to set a village near or far one of the towns where would you place it and what would you do?

you have a start of about 5 villagers so think small at the start of this and post about how it would grow try and keep it real

try to think of dangers as well making choices for your village can lead to rewards and dangers i will post some dangers of natural causes

oh and name your villagers i will post random "events" for each of you

its a RPG in a sense but tests how you could lead in games like KOTOR 2 and Mass Effect

Sheppard
roquefort
QUOTE(tyreil829 @ Nov 27 2008, 11:04 PM) *
say if became the leader of a small group of people and had to set a village near or far one of the towns where would you place it and what would you do?

you have a start of about 5 villagers so think small at the start of this and post about how it would grow try and keep it real

try to think of dangers as well making choices for your village can lead to rewards and dangers i will post some dangers of natural causes

oh and name your villagers i will post random "events" for each of you

its a RPG in a sense but tests how you could lead in games like KOTOR 2 and Mass Effect

Sheppard

Funnily enough tonight I discovered the quest (and I'd better be vague or it's a spoiler) where you have to sort out the problem of some people trying to build a settlement but thwarted by a goblin war. So I guess the first things you'd rationally do out in the sticks in a place like Tamriel would be to build a stockade, stock up with arms, and practise using them.

Your people would need to produce trade goods and/or services so would have to be not too far from a city. Having a few ferocious dogs around would help in keeping the bad guys away smile.gif
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Step 1: Survey potential sites for forestation, valuable/useful stone, rivers, and magma. We don't need all of those, of course, but ideally at least three. Make sure there are no powerful Goblin tribes nearby.
Step 2: Pick settlers. We'll need two miners, one of which with developed social skills, a mechanic, a woodworker, a mason, and two farmers, one of which who knows how to butcher. That's seven. Make sure someone in the group knows a bit about architecture, and either the mason or the woodworker can effectively create smaller crafts like mugs and toys for trade.
Step 3: Purchase a horse and cart (we can disassemble it upon arrival for extra wood), two copper picks (Copper, mind you. We're working on a budget), one steel battle-axe, an anvil, and a variety of seeds, meats, and alcohol.
Step 4: Embark and strike the earth!
Zephyr Kronos
Village hmmmmmmmmmm? The 5 settlers shall be Varic Hellblade, a nord warrior that can defend in the early days, occasionally assissting myself in raids on bandit and marauder camps and the occasional competing settlement(: devil smile.gif. Mina Jaska, a redguard farmer that has a good green thumb and can grow all the crops we need. Kriak Jaska, Mina's husband, a seasoned rancher that can raise livestock, we found a spot in the West Weald far from immediate threats and it is perfectly suited for horses, cattle, and sheep. Rorack Flamefist, a Breton mage I met in my travels long ago, skilled in many forms of magicka, an excellent alchemist and therefore healer, he also has a rather unique ability (I say that for I have not come across another mage with such an ability) he is able to errect portals to various cities using welkends, varlas and very powerful soulgems, very helpful for trading, AND attacking (: devil smile.gif. Finally my last addition Neira, she is an excellent architect and skilled in both masonry and carpentry, she's also not bad with a bow and adept at brewing poisons (: devil smile.gif.

BUDGET: 10,000 septims

PROJECTED COSTS
WAGON: 3,000 septims
HORSE: 5,000 septims (Black)
INITIAL FOOD: 250 septims (1 month for 6 people for 3 meals/day)
SEED: 500 septims (5 rows each of corn, lettuce, leaks, patatos, carrots, onions, and beets)
BUILDING SUPPLIES: 1,250 septims (nails, screws, hammers, anything we can't harvest from the dense forest around the site)

SETTLEMENT GOALS
1)Establish a farming system, the Jaskas already have livestalk
2)Build a main mall w/ room for 10 to board, this will eventually bouble as an inn
3)Erect 5 homes 1 for each person, except the Jaskas who share a home
4)Rorac will teleport me to several towns where I will recruit settlers, projected to follow: 10
5)Destroy/conquer nearby settlement (Alderwatch, no warriors) and claim the stone there no prisoners
6)Use stone to fortify main hall, excess will be used for constructing the wall
7)Kill off the 3 nearby goblin tribes infesting the two iron mines and silver mine (the tribes are weak)
8)Send any settlers experienced in mining to Keenedge Mine (richer of the two iron mines)
9)Destroy/conquer nearby settlement (Iansvatch, 3 warriors, inexperienced), clame stone and food, prisoners will be taken. projected taken: 3
10)Use stone to construct Smithy
11)I will have Rorac teleport me to the Imperial City to recruit (projected 13) and obtain an anvil
12)Construct more houses (approx. 10)
13)Keep 5 miners at Keenedge, send the rest to Wolfbane mine (silver mine) to begin turning a profit
14)Begin constructing a stone mine, the bluff protecting our Southern side is ideal
15)Recruit (projected 20)
16)Build more houses (approx. 15)
17)Begin sending miners to EagleEye mine (stone)
18)Begin construction of wall, allowing for 50 more homes, 3 taverns, 2 more smithies, 10 shops, 3 guildhalls and 3 Baracks complexes
19)Send 5 miners to Axehead mine (2nd iron mine)
20)Rorac will teleport me to Cheydinhall, there I plan on distributing flyers advertising Bluffhead (our settlement), purchase 5 more black horses with the plundered gold and the silver profits
21)Begin breeding horses
22)start constructing wagons to ship silver, iron, and excess stone to Skingrad and other cities
23)Set up more structured government. order of power (greatest to least) : Lord-->Senate--> Guildmasters-->Commitees
24)Form city guard
25)Establish construction committee to survey settlers and build homes, taverns, smithies and shops as needed
26)Expand Stone mine (deeper shaft etc.) and have more workers quarry
27)send 5 more workers each to Axehead, Wolfbane, and Keenedge mines.
28)Wall should be complete, shift workers from the wall to smithing if they have experience, or building homes and etc.
29)By now many settlers whould have arrived to increase our size (projected: 50)
30)I will ride with the next trade caravan to Skingrad, where I will scout defenses then proceed to the Imperial city where I plan to place an advertisement for our colony which should bring even more settlers
31)After all this time we should have finished building homes and other constructs and no longer have room within our main wall. Begin construction of a Curtain wall that will protect middle class housing and the main bazaar.
32)Begin training an army, with all the settlers I have now we should be able to construct a force of about 30
33)Expand all mines and double workers on site at each
34)I will ride, along with Varic and Rorac, to the Aylied ruin of Silorn, the mages guild cleared it of Necromancers not long ago. We hope to establish a base there, it would serve as an excellent fortress and military outpost.
35)The 2nd curtain wall should be complete, begin construction of 160 homes and central market place (about 50 shops, taverns etc.)
36)Begin moving troops to Silorn
37)Contact the Dark Brotherhood, assassin-trained soldiers would be quite an asset, and we will need the guard captains assassinated before we attack, but not to soon.
38)The city should be massive by now, expand mines further and add 10 more workers to each
39)Begin conscripting civillians, free food, room and board, and a high pay
40)Have assassins take out the three Skingrad guard captains
41)Launch the assault on Skingrad, take prisoners but leave no military personel allive, restrain all armed persons heavily and throw them into the prison.
42)Continue to expand and slowly take over all the cities in Cyrodiil.
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Wonder how long it would take for the Legion to attack you... Also, aren't your settler projections awfully high?
tyreil829
hate to say it but login is right if you can try and keep to the laws of the legion or your will attacked from bandits and legions

Garrus
Zephyr Kronos
I was being optomistic, and what reason would the legion have to attack me before I conquered Skingrad? My projections were a little high because it was meant to be a projection of how many people had come to the settlement between the last recruitement run and that recruitment run. I put those as projections I'll begin posting "actual progress" that will be much more realistic.Back to the legion thing. I conquered two settlements out in the boonies for stone in the early days, now the location was to be south of Silorn near the Elseweyr border so the legion would have to have a REEEALLY slow day to bother riding off of the road to kill off a few settlers that have done a little pillaging, after all there is the thieves guild and dark brotherhood to worry about and of course other crimes going on.
tyreil829
no offense to you but your plan is kinda...unrealistic...in a sense where did you get this idea from?

Sheppard
roquefort
QUOTE(tyreil829 @ Nov 28 2008, 07:36 PM) *
no offense to you but your plan is kinda...unrealistic...in a sense where did you get this idea from?

Sheppard


Heh. I did wonder if invading Poland was somewhere around #55 biggrin.gif
Zephyr Kronos
To be honest I really have no idea where I got the idea from. top of my head i guess(?). BTW #55 isn't invade Poland it's invade Hammerfell lol. And yeah, it is unrealistic, got carried away for a bit rofl.(okay got REALLY carried away for AWHILE)
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Y'know what? This is more fun than standard village-making. Let's continue. biggrin.gif

56: Recruit as many Hammerfell Nords as possible through mind-control fliers. Station as many high-ranking soldiers as possible to govern training.
59: Projected population: 9337, 706 of which are soldiers.
65: Train elite high-level dungeon crawling squads to clear as many dungeons as possible as a cheap source of training and powerful weapons/armor.
67: Going back to the previously conquered Summerset Isles, recruit as many mages as possible and get them working on the strongest and longest duration Fire spell reasonably possible.
68: Move this corps to the Imperial City through Water Walking and Fortify Speed.
69: Use ultimate fire spell to re-light the dragonfires. Since Dragonfires off now equals no Oblivion Crisis, lighting them again should start it.
86: Enslave Mehrunes Dagon.

Feel free to fill in the blanks, or pick up where I left off. laugh.gif
tyreil829
im glad your entertained Login keep it in oblivion if you can guys!

Garrus
Slugworld
Below and Around Skingrad I guess, near the coast but near enough to the Imperial City for trade and things.
roquefort

@Zephyr Kronos
Even if the Legion don't want to be bothered at first, with all this rapine and pillage the surrounding communities will soon form a coalition of the willing and wipe you out. You need to establish a diplomatic service wink.gif
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Keep it in Oblivion, huh? That's going to make things more difficult. Also, we probably can't count on many immigrants. This will be a Mage's Guild-sponsored expedition, then.

Settlers:
Deliberately-Misinterprets-Instructions, Argonian Guild Mage. All-around, with some knowledge of Alchemy.
Lucinde Julien, Breton Guild Mage. Knowledgable in Conjuration and Alchemy.
Marinus Honoratus, Imperial Battlemage.
Hilarius Cicero, Imperial Guild Mage. All-around, with some knowledge of Alchemy.
Yrla, Nord Ranger and Carpenter


Step 1: Purchase a horse and cart. Fill it with primarily wood, food, alchemical ingredients, and some cloth. Bring one Spellmaking Altar and one Enchanting Altar.
Step 2: Hire a Fighter's Guild troop to help clear out the area.
Step 3: Embark through the Oblivion Gate!
Step 4: Kill all "intelligent" Daedra, imprison others in the Sigil Tower's slave pens (I think that's what they were called) when possible.
Step 5: After settling in, gather alchemical ingredients for export and potion-making (which can, in turn, be exported) and study the plane and its inhabitants.
Zephyr Kronos
0_o I've created a monster

Okay realistic Bluffhead expidition woohooo!

Myself and the 5 other settlers purchased a black horse and a cart then proceeded to the sight, south of Silorn near the Elseweyr border, a few goblins bothered us and Mrs. Jaska was wounded but Rorack tended to her, she'll be fine in a couple of weeks. At the sight Rorack, Varic and I began to fell trees clearing an area for us to build up initially. At roughly noon, just before we broke for our repast, another contingent of goblins attacked, this time we thankfully avoided any serious injuries, it was enough to have Mrs. Jaska wounded, we didn't need any of us warriors hurt. I gathered from the palor of their skin that they were of the Charbone Tribe, a typically unheard of tribe, but having scouted for months in this area I had seen them several times. I never thought they would stray this far west though, how disturbing, something must have driven them this way, it had only been a week since I had returned to bring the expedition here and they never strayed far from Wolfbane mine then, something big must be over there. Rorack, Varic and I began taking shifts to patrol around camp (as it were, we only had a few tents erected as we cleared the area of trees). Progress was slow but we were able to make a little progress on what was to be the castle, but would initially be an Inn. Those damned goblins attacked last night, all panicked though, not really trying to kill us but just running from their mine, we began to kill them thinking it was an attack, and that got them fighting. Off towards the mine there was a huge red flash and a loud bang, the goblins sprinted off howling into the night. We never saw them again, annoying little buggers. This is getting worrysome, I told Rorack that I would need to go to Skingrad and hire some mercenaries for defense, we were to small and weak to defend against whatever spooked the goblins alone. Rorack teleported me to Skingrad and I walked to the local Fighters Guildhall, and promptly hired 4 mercenaries (strong, but not too strong that Varic, Rorack and I couldn't kill them should their motives sway), They mounted their horses and I led the way on foot, ah, boots of the Olympian, best 5,000 septims I've ever spent. When we arrived at Bluffhead I was shocked, the Mainhall foundations were ablaze, the tents ripped and on fire aswell. I noticed 4 sets of boot prints heading North, towards Silorn, headed east towards Wolfbane mine, where the sky grew red and dark were drag marks and some odd boot prints, jagged and pointy like-oh no, oh no, not here, how could this be? Quickly the mercenaries and I raced North, following the first trail of tracks, we quickly came upon my fellow settlers, except for Mr. Jaska, Damn...
XanAlderon
I would go around uniting all the other settlements with a promise of safety in numbers and togeather form a new city.

The only problem is that there would be many abandoned settlements around.
tyreil829
for bandits to use and take over as bases giving the legion a hard time

i was wondering when you would show up Xan hehe nice to see you

Garrus
XanAlderon
Thanks, school works been piling up.

After I have united the small settlements we have to choices.

1. Start a completely new settlement somewhere (like the nibenay basin)
or
2. Rebuild Kvatch and use the resources there.

hmmmm decisions
tyreil829
why Kvatch? Xan?

Garrus
XanAlderon
Kvatch?

Because it was probably built there for a reason (ore supplys, or a good vantage point etc)

Plus we don't have to build new walls, provided the old ones are still stable and we can salvage stone and unburnt wood from the houses.

But more importantly I don't have to think up a new name because New Kvatch will do biggrin.gif


But building a completely new settlement has its merits too!
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