Try to survive the Winter: A planquest in Fantasy Colonial America

Producing our pelts not to rely on trade is all nice and dandy but the opportunity cost of using a dice to get something that we can get via trade, especially since getting pelts is not all that urgent, is pretty high...
I wouldn't go so far as to say that. We probably want to have at least two pelts ready to go for when the next trade ship arrives. Assuming it's a yearly occurrence, we have three turns to obtain two additional pelts (since we're using one this turn for Winter Clothing). That's a fairly tight timeframe.
 
In terms of trade, I think we'll be fine even if we don't have a lot of pelts to sell.

With the barrels we can now probably sell food, and booze once we make it.

And by next year the tobacco will have grown enough that we will have a surplus to sell.

So I wouldn't worry about lacking things to sell.
 
I don't think we get to know the Freed's actions until they happen, and even then only if our people get to see the direct effects.
 
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In terms of trade, I think we'll be fine even if we don't have a lot of pelts to sell.

With the barrels we can now probably sell food, and booze once we make it.

And by next year the tobacco will have grown enough that we will have a surplus to sell.

So I wouldn't worry about lacking things to sell.
Food's not worth the cost of transportation across the Atlantic, nor is mundane booze, and we don't want to sell something as likely to cause a colonization rush as tobacco.
 
Food's not worth the cost of transportation across the Atlantic, nor is mundane booze, and we don't want to sell something as likely to cause a colonization rush as tobacco.
No, but sailors need to eat, and they do love their booze. So they should still buy some of it.

And the Spanish (and therefore the rest of Europe) already know of Tobacco for at least 50 years, so there's not going to be a massive rush and there's already a market for the stuff.
 
Hmm, a brief (very brief, as in copied the first thing after a google search) about what 17th century sailors had to eat:
Sailors in the 17th century had it rough. For months, they were away at sea, sustaining themselves on an unsteady diet that included brined beef, dirty water, and tough crackers known as ship biscuit.
...Yeah, we could probably sell food to the sailors themselves. Though would a single ship purchase it in bulk quantities enough to be worth trade "points"?

Actually, speaking of booze, now that we're going to have some degree of contact with Europe, we probably want to figure out how we're going to manage the Winter Walkers being exposed to alcohol, since that was a big issue IRL.

My current thought is that we want to get the government more formally established so it can properly enforce laws about it, keep morale high so people don't drown their sorrows in ale, and maybe see about there setting things up so there's other recreational activities than just drinking.
 
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Though would a single ship purchase it in bulk quantities enough to be worth trade "points"?
I think it would be worth at least 1 point.

Actually, speaking of booze, now that we're going to have some degree of contact with Europe, we probably want to figure out how we're going to manage the Winter Walkers being exposed to alcohol, since that was a big issue IRL.
I think it would be fine. After all, we are not making any hard liquors like whisky. Our first batches will be of relatively low alcohol content beer and wine. And with Union's cultures so thouroughly mixed, I think social pressure will be enough to keep anyone from going overboard.
 
I think alcohol will be a problem we have to experience first, and then recognize that in-game before we can solve. The Colonists know that it can be a problem in excess, but it is one thing to hear about it, another to have to go through it.
 
...Yeah, we could probably sell food to the sailors themselves.
It also makes sense for a ship to only carry enough food for cross the ocean, if they know they can resupply at the colonies. Traders want to fill their hulls with as much goods and people as possible to make a profit. Also, preserved food is a bit expensive in Europe.

Currently, we are still sort of breaking even on food production, but with that will change in the future. America is incredibly fertile and filled with animals compared to Europe. It turns out that hundreds of years of exploitive land use and war does some damage on the land. If things go in the same direction as IRL, we'll have a major food surplus in a couple years. We'll probably be importing barrels of salt and exporting barrels of dried meat.

A bit on the historical side, while food made up only about 30% of the value of exports, it made up more than 50% of the volume of exports. In many parts of Colonial America food production was pretty much the whole economy. For example, 1700s Massachusetts's economy was over 50% fish exports with other foodstuff being about 15-20%.
And the Spanish (and therefore the rest of Europe) already know of Tobacco for at least 50 years, so there's not going to be a massive rush and there's already a market for the stuff.
Interesting note, Europeans really prefer a more mild and sweet tobacco. The stuff that Union is planting right now is going to be the harsher and stronger sort. Tobacco only really took off in America when John Rolfe (husband of Pocahontas) brought the seeds of a more appealing variety with him to Jamestown in 1612. These seeds were from Spanish Trinidad, and the Spanish would have executed him if he was caught smuggling them to the English.
 
Interesting note, Europeans really prefer a more mild and sweet tobacco. The stuff that Union is planting right now is going to be the harsher and stronger sort. Tobacco only really took off in America when John Rolfe (husband of Pocahontas) brought the seeds of a more appealing variety with him to Jamestown in 1612. These seeds were from Spanish Trinidad, and the Spanish would have executed him if he was caught smuggling them to the English.
I wouldn't count on this being the same since tobacco seems to have some connection to the supernatural.

But if that's the case then we can probably steal some from the Spanish/buy them of the corsairs the crown wants us to resupply.
 
Currently, we are still sort of breaking even on food production, but with that will change in the future. America is incredibly fertile and filled with animals compared to Europe. It turns out that hundreds of years of exploitive land use and war does some damage on the land. If things go in the same direction as IRL, we'll have a major food surplus in a couple years. We'll probably be importing barrels of salt and exporting barrels of dried meat.
I'd actually say we've gotten ahead on food production. We managed to exit the last Winter with 3 seasons' worth of food supply, and this turn our food supply went up to 4 from 3 last turn. I presume from the combo of turkeys + chickens plus probably getting a food result on "what did our The Old Ways Trait give us" last turn.

That we managed to gain food during the Sowing Season without actually putting much effort into it is what makes me say we're probably secure enough to start trading some to the Shepherds.
 
I wouldn't count on this being the same since tobacco seems to have some connection to the supernatural.

But if that's the case then we can probably steal some from the Spanish/buy them of the corsairs the crown wants us to resupply.
Good point. It might be that we'll have the choice of planting the two different types of tobacco for different purposes. We plant the mild tobacco for trade and the strong tobacco for magic. Of course, the real magic of tobacco is nicotine. :V

That we managed to gain food during the Sowing Season without actually putting much effort into it is what makes me say we're probably secure enough to start trading some to the Shepherds.
We always have the option of hunting game out in the wilds to get more food, which we are actually doing this turn. That reminds me that we should really set up those paths at some point to get that sweet bonus of gunpowder components and iron with our wild actions.
 
I don't think we get to know the Freed's actions until they happen, and even then only if our people get to see the direct effects.
That might be changing though. We are in much closer communication with the Freed than we used to be.
...Yeah, we could probably sell food to the sailors themselves. Though would a single ship purchase it in bulk quantities enough to be worth trade "points"?
We might get one point of trade if the entire crew orders a bunch of food and alcohol, but I wouldn't bet on it.
I wouldn't count on this being the same since tobacco seems to have some connection to the supernatural.

But if that's the case then we can probably steal some from the Spanish/buy them of the corsairs the crown wants us to resupply.
That supernatural connection is part of what worries me. We don't want to trade anything occult to Europe. That's just asking for trouble.

As for the Spanish cultivar of tobacco, I wouldn't be surprised if the more pleasant taste is a result of it being cursed. Seriously, it's a sacred herb that's being treated as a commodity by folks willing and able to use forced labor to grow it in a very supernatural locale. The words "bad juju" don't even begin to cover it.

Even if it's not cursed, or if said curse can be undone, obtaining the seeds won't be all that easy. The Crown isn't asking us to turn Deadport into Tortuga or Port Royal. They're asking us to support a single raid against the Spanish Treasure Fleet in 3.5-5.5 years. Those guys probably won't bother to steal some tobacco, nor should they. Their task will be hard enough without adding side missions.

Now we could do the job ourselves, but I'm rather reluctant to antagonize New Spain more than absolutely necessary. We have enough problems with Winter. It doesn't take a genius to figure out that the ship crewed by the dead probably originated from the enemy settlement who is uncomfortably close to the dead.
 
Were gonna have problems with the spanish either way since we are gonna be used as a resupply base by cosiars to attack spanish gold fleets. I am not intresnted really in raiding the spanish for a more appeaking form of tobbac I'd be much more intrensted in using our dead galleon to go free some slaves or something
 
I am not intresnted really in raiding the spanish for a more appeaking form of tobbac I'd be much more intrensted in using our dead galleon to go free some slaves or something
No reason we can't do both. After all, tobacco is grown in slave plantations.

As for the Spanish cultivar of tobacco, I wouldn't be surprised if the more pleasant taste is a result of it being cursed. Seriously, it's a sacred herb that's being treated as a commodity by folks willing and able to use forced labor to grow it in a very supernatural locale. The words "bad juju" don't even begin to cover it.
There's a point where caution becomes paranoia. Not everything in the americas is super cursed.

Compared to the literal tons of definitely, 100% cursed gold entering the european market I don't think people are going to notice if the tobacco makes you more suceptible to seeing ghosts.
 
The QM has confirmed that the Shepards offer us "products derived from animals" in general so I am assuming that in this context Pelts and leather are interchangeable...
They're not.

First, because the Shepards may lack the art of tanning, and the hides of whatever animals they herd may not be suitable for conversion into good quality leather. Second, because pelts, specifically, refer to the unaltered animal skin with its fur or hair still attached, and we have a lot more use for (and resale value for) actual fur than we do for the skin of just any old animal.
 
No reason we can't do both. After all, tobacco is grown in slave plantations.
I mean if we get some hurrah I guess? more diveristy in crops is a plus but I don't want to activetly pursue getting it beyond picking it up while doing other stuff

Adhoc vote count started by Woltaire on Feb 20, 2024 at 9:39 PM, finished with 262 posts and 18 votes.

  • [X] Plan Hunt Preparations
    -[X] [Mandate] Dead Mariners on the waves again
    -[X] Test the Sambankoli [0/50] 1 Unchained Die
    -[X] Razorweed
    --[X] Feed the Razorweeds [0/25] (1 Native Die)
    -[X] The Wicker Man [21/100] 2 Colonist Dice
    -[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
    -[X] Hunt
    --[X] Game [0/30] (1 Son's Skirmisher Die)
    -[X] To find dogs [0/100] (1 Son's Skirmisher Die)
    -[X] True Homes for a True People [101/140] 1 Colonist Die
    -[X] Train the Militia against monsters [Militia]
    --[X] Formation Training [10/100] (1 Militia Die)
    -[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
    -[X] Make Master tools [2 Craft ; 1 Good Steel]
    -[X] Make some barrels [1 Craft]
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] What to do with ashes? [1 Craft, Quality Roll]
    -[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
    -[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
    -[X] Meet our neighbors
    --[X] Shepherds [Meet] (1 Native die, 1 Colonist Die)
    -[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
    -[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
    -[X] The Fruits of Flesh [0/40] 1 Failure Die
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [0/100] 1 Alexandre Die
    -[X] Heal the Wounded
    --[X] We shall give them the ashes…[Free]
    ---[X] From the scarecrows filled with our nightmares we burn each autumn
    -[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
    -[X] Teach Death Singing [Death Singing]
    --[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
    -[X] Shepherds for Corpses [Death Singing]
    --[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
    -[X] The Anchorless [0/50] (1 Personal die)
    --[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
    [X] Plan Hunt Preparations Plus Fire
    -[X] [Mandate] Dead Mariners on the waves again
    -[X] Test the Sambankoli [0/50] 1 Unchained Die
    -[X] Razorweed
    --[X] Feed the Razorweeds [0/25] (1 Native Die)
    -[X] The Wicker Man [21/100] 2 Colonist Dice
    -[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
    -[X] Hunt
    --[X] Game [0/30] (1 Son's Skirmisher Die)
    -[X] War in the Woods
    --[X] Unleash Fire [0/50] [Dangerous] (1 Son's Skirmisher Die)
    -[X] True Homes for a True People [101/140] 1 Colonist Die
    -[X] Train the Militia against monsters [Militia]
    --[X] Formation Training [10/100] (1 Militia Die)
    -[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
    -[X] Make Master tools [2 Craft ; 1 Good Steel]
    -[X] Make some barrels [1 Craft]
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] What to do with ashes? [1 Craft, Quality Roll]
    -[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
    -[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
    -[X] Meet our neighbors
    --[X] Shepherds [Meet] (1 Native die, 1 Colonist Die)
    -[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
    -[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
    -[X] The Fruits of Flesh [0/40] 1 Failure Die
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [0/100] 1 Alexandre Die
    -[X] Heal the Wounded
    --[X] We shall give them the ashes…[Free]
    ---[X] From the scarecrows filled with our nightmares we burn each autumn
    -[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
    -[X] Teach Death Singing [Death Singing]
    --[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
    -[X] Shepherds for Corpses [Death Singing]
    --[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
    -[X] The Anchorless [0/50] (1 Personal die)
    --[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
    [X] Plan Slash and Burn
    -[X] Test the Sambankoli [0/50] 1 Unchained Die
    -[X] The Wicker Man [21/100] 2 Colonist Dice
    -[X] Plant Flax [Task] [1 Workforce Die] NEW 1 Unhardened Colonist Die
    -[X] War in the Woods
    --[X] Strike from behind [0/150] (Unlocked by the Old Ways) 1 Warrior's Son Die, 1 Son's Skirmishers Die, 1 Militia Die
    --[X] Unleash Fire [0/50] [Dangerous] NEW 1 The Son's Skirmishers Die
    -[X] True Homes for a True People [101/140] 1 Colonist Die
    -[X] Granaries and Seed-stocks [41/50] 1 Native Die
    -[X] Train Champions [0/100] 1 Unchained Die
    -[X] Remember the Fallen [0/70] 1 Colonist Die, 1 Native Die
    -[X] Hospital [0/150] 3 Colonist Dice
    -[X] Make Master tools [2 Craft ; 1 Good Steel]
    -[X] Make some barrels [1 Craft]
    -[X] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] Follow the path of the First Walker [99/150] 2 Native Dice
    -[X] The Fruits of Flesh [0/40] 1 Failure Die
    -[X] Forceful Reciprocity NEW
    --[X] Free the Enslaved [0/100] 1 Alexandre Die
    -[X] Expand the Council [DC 30/ ??/??] 1 Sara Die, 1 Council Die, 1 Andreyas Sarsas Die
    -[X] Funerary Practices [DC 25/75/ ???] NEW 1 Sara Die, 1 Council Die
    -[X] Shepherds for Corpses [Death Singing] Earn a Dead Dice
    --[X] Bones Hives [Shepherds][27/100] 2 Mourner Dice
    [X] [Mandate] Dead Mariners on the waves again
    [X] [Mandate] Do not take on a Mandate
    [X] Chimeraguard


the voot looks pretty decisive, hopefully we roll a nat 100 on the dogs so we can get it done and we can have very very very good boys instead of very very good boys
 
I think alcohol will be a problem we have to experience first, and then recognize that in-game before we can solve. The Colonists know that it can be a problem in excess, but it is one thing to hear about it, another to have to go through it.
I think it won't be such a big problem here.

A lot of what made alcohol a problem for the Native Americans in real life was the social context in which they got ahold of it. They weren't just sharing beer with white colonists. By the time the natives were trading heavily with the settlers in alcohol, said settlers were already making distilled liquor one of their main trade goods. Since you can use distillation to turn a surplus of edible grain into something much more transportable and storable and thus sellable. And the traders selling liquor by the barrelful to the natives had very little reason to be socially responsible about it, or to help the natives navigate the consquences of their drinking. Meanwhile, all this was happening in the context of the native societies being constantly trapped in an adversarial relationship with whites in general, steadily losing ground and having many problems that would catalyze ongoing social collapse. The firewater addictions were in many ways a symptom, not a cause, of the general problem.

It's not that Native Americans are ultra-super-duper vulnerable to alcohol. Maybe a little more but not absurdly so. It's that distilled liquor, mass-manufactured by societies with much greater populations and farming bases and sold to them cheap, created a drug epidemic not all that different from any number of other drug epidemics throughout history.

But the thing about drug epidemics is that they start around hard drugs that are strongly addictive and can badly impair performance, both. There's no counterpart involving marijuana or coffee and there's a reason for that.

A bit on the historical side, while food made up only about 30% of the value of exports, it made up more than 50% of the volume of exports. In many parts of Colonial America food production was pretty much the whole economy. For example, 1700s Massachusetts's economy was over 50% fish exports with other foodstuff being about 15-20%.
I could be pretty wrong, but I think a lot of that exported salt fish was going to other colonies, particularly the cash crop slave plantations.
 
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They're not.

First, because the Shepards may lack the art of tanning, and the hides of whatever animals they herd may not be suitable for conversion into good quality leather. Second, because pelts, specifically, refer to the unaltered animal skin with its fur or hair still attached, and we have a lot more use for (and resale value for) actual fur than we do for the skin of just any old animal.
I know the difference between pelt and leather...

But in this specific context, I was asking if "meat and animals" meant "animal products and living animals" the QM said it did, but Hunter531 still had doubts, and I just elaborated that since animal products include meat, bones, teeth, hair, wool, fur, horns, etc. if we get leather we are also getting furs (it´s is the skin of the animal all the same).
 
But the thing about drug epidemics is that they start around hard drugs that are strongly addictive and can badly impair performance, both.
A horrible bonus is that alcohol is one of the drugs that can easily kill you if you try to quit using it. The body becomes physically unable to function without alcohol. The big killers are seizures and delirium tremens, which are in addition to all of the the vomiting, anxiety, hallucinations, fever, and sweating. It is a horrible way to go.

As a person living in one of the states with the highest alcoholism rates, know your limit and have someone sober to look after you.
I could be pretty wrong, but I think a lot of that exported salt fish was going to other colonies, particularly the cash crop slave plantations.
You are mostly correct. A lot of the salted fish that the American Colonies produced was shipped to the West Indies and South America to feed the slaves and native people. The cash crops were just so valuable that it was better to trade for food then grow it. Even some of the food that was grown was too valuable to let people eat it, like cacao.

Of course, there is a bit of a caveat to this. The higher quality salted fish was mostly shipped to Europe for the Catholic population. From what I understand, most abstain from eating red meat on Fridays and during Lent. There are some that don't eat it on Wednesdays, specific holy days, or even certain times of the day. My grandma was Catholic, but I'm not so IDK the specifics.
 
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