Brodgar!

[ARCHIVE FOR WORLDS 1&2]Forum for discussing in game politics, village relations and matters of justice.

Re: Brodgar!

Postby Yolan » Wed Sep 09, 2009 1:41 am

Nice to see all the work that's going on.

Guys, a suggestion: How about the north-east corner is used for civic purposes? When a larger building is avaliable, we can put it there as our 'hall of the hearthlings'. Also, a good spot for the village totem. I would rather not put the totem in the future trading square, as it takes up a lot of space.

Also, make sure you claim your home, and whatever stuff you are working on at the moment! Some houses are being built too far apart I think. It's looking a bit suburban! Remember, we can't fit many inside our nice wall if everybody has several tiles of space between their house and their fences. I suggest a pallisade wall and gate around your home if you really want to keep it safe. You can even convert it to brick in the long run.

Now, here is a list of names of people that are on my kin list right now. That doesn't mean don't trust people who arent on this list who you see around, but be careful.

Benton
Jones
Nalin
Nallin
Etienne
Gauteamus
Megalith
Jervous
Himmler
Baldur
Lok
Crobnar
Vinnie
Whutnao
Nevn
Nial
Linen
Pityr
Besmar
Skray
Katri
Kobnach
Bullmax Strongbeer

This is not a list of 'citizens' btw, just people who have been helping out so far. You may or may not want to live with us in the long term.

OK, I gotta run for now. Good luck everybody.
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Re: Brodgar!

Postby Cockbat » Wed Sep 09, 2009 2:00 am

Yolan wrote:Oops, I didn't realise that I had forgotten to set 'allow kin'.

@ Ferinex, yes, the once we have a token anybody will be able to enter. And in fact, anyone can now so long as they are kin with on of the people who have claimed the gates.

Regarding farmland, I think thats a great idea. Actually, while we have farming inside the walls right now, I would like to see farming moved to enclosures on the outside in the long run.


Agreed on this, more space is needed for residence. We had trouble squeezing houses in on the east side but Jones and I managed to get both of ours up.
I am SIR LANDSLIDE THE PENISES ingame (Don't blame me, I wasnt actually expecting to ever play seriously when I first started ;D). Anyway, Brodgar is taking off quickly.

EDIT: Add me to the list please, I just built two houses and supplied wood to Bull on the farm wall. I wanna be on the circlejerk list too :3
Just realized it's your KIN list, you'll find me wearing a chefs hat by the east gate pretty much all day, building.
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Re: Brodgar!

Postby Yolan » Wed Sep 09, 2009 5:26 am

Thanks Cockbat. Hehhe. Cockbat... oh dear. Well, bad names arent necessarily bad players. Himmler is a good sort.

I am on for a few hours now, so I will see what I can do.

Great work on the enclosure by the Eastern gate. I would like to see anybody who wants to farm seriously begin to construct these. Really, the current 'city' walled area should be made entirely residential asap.

I am going to make another map image in a bit so everybody can clearly see the provisional zoning.
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Re: Brodgar!

Postby Yolan » Wed Sep 09, 2009 5:39 am

By the guys, I love the density of the houses by the eastern gate. This is what we should be aiming for!



Image
Last edited by Yolan on Wed Sep 09, 2009 6:51 pm, edited 5 times in total.
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Re: Brodgar!

Postby theTrav » Wed Sep 09, 2009 5:57 am

Problem with that amount of density is that owners won't be able to claim their lots, also they'll probably spend relatively little time at home
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Re: Brodgar!

Postby theTrav » Wed Sep 09, 2009 6:18 am

also, #haven-brodgar on irc.synirc.net so I can chat to y'all while i'm at work yo!

and Yolan, play later tonight so I can add you to my kin list
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Re: Brodgar!

Postby Yolan » Wed Sep 09, 2009 6:40 am

I think as long as the claim is the minimum size, we can get it pretty nicely packed.
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Re: Brodgar!

Postby PhaedrothSP » Wed Sep 09, 2009 6:55 am

Yolan wrote:I think as long as the claim is the minimum size, we can get it pretty nicely packed.

I have a pretty good solution to the claim thing, but I'm putting it into a diagram to better explain it.
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Re: Brodgar!

Postby Yolan » Wed Sep 09, 2009 7:02 am

OK... here is a zoning guide as it stands.

Image

Already, Bullmax and others have started setting up walled farms outside. Good to see.

I envision a zone for private warehouses/workshops in future as being right by the water, for easy trade access (assuming boats).

The civ area needs plowing and covering over with stone. Will place a large building there when avaliable. Also, village totem.

The large res zone to the north-west is currently a general usage, build what you want, get seeds going, free for all. This is temporary while we all get ourselves set up. I think we will keep a communal aspect always present to a limited extent, but I envision this city as being a more advanced, large scale, specialised economy. We will need to take it easy and see what is possible, what is not, given what in game support is implemented when (i.e. some form of shops. etc.)

EDIT: I suggest we leave the area south of the south gate free of farms, for future housing expansion. If we are aiming for a big population, we will need more residential space eventually.
Last edited by Yolan on Wed Sep 09, 2009 1:51 pm, edited 1 time in total.
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Re: Brodgar!

Postby Yolan » Wed Sep 09, 2009 7:09 am

About the Gates


OK. I have noticed some people surrounding their hut with easy to knock up fences. I am hoping you are only making this temporary, and intend pallisades.

Why you should make a pallisade (and later brick) wall around your own home, _even tho its inside the city walls_: The main gates of this town are currently kind of restricted by our member listing, and claims. But, in the near future, they will be permanently open, and we will be guiding players in here from all around the world to meet and trade. So, any stranger, from anywhere, will be able to freely walk into our city, and around. No accosting. No questions. If we are to be a hub of trade, this is necessary. So, we will not be a cloistered community. We will be able to lock the gates in case of emergency. When we have enough people, we might give all the keys to the head of our militia, and they can make that choice if shit goes down.

Anyway, because of this, you need to think about securing your own possessions, even within the city wall, you need to make a real wall with gate for your hut. Do this first! Don't expect _anything_ to still be where you left it when you logged of, _unless_ it is behind a closed and locked pallisade wall/gate, and you have the key.

This is your first and final warning! =D
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