what is the objective though of this do we have missions or just keep going on 
and on and on?
haven't played it yet

On Jul 13, 2011, at 7:51 PM, Lori Duncan wrote:

> Hi, I'm trying to find out more about this game, does it have sound or is it 
> just text-based, and can you play with other people.  Thanks from Lori.
> 
> --------------------------------------------------
> From: "Christopher Bartlett" <themusicalbre...@gmail.com>
> Sent: Tuesday, July 12, 2011 6:47 PM
> To: "'Gamers Discussion list'" <gamers@audyssey.org>
> Subject: [Audyssey] Initial strategic thoughts on Castaways
> 
>> First of all, I haven't even come close to winning yet, having been blown
>> up, starved and misallocating resources to a dead-end.  But I have learned a
>> few things here and there that might help others starting out with this
>> game.  Some might consider these to be spoilers, but as Jeremy was talking
>> about a walk-through anyhow, I figure these thoughts may be of use.  Read
>> ahead at your own risk, the management is not responsible for any physical,
>> financial, moral, religious, special or other effects you may experience
>> either by doing so or risking the addictive nature of the game.  On your own
>> head be it.
>> 
>> 
>> 
>> Pay attention to the recommendation to build a storehouse as your first
>> building; everything else goes much faster once you do.
>> 
>> 
>> 
>> The consequence of the tavern being the only place folk can eat is that this
>> probably should be your second building so your folk don't starve.  Don't
>> forget to assign a cook and bartender, at least until the initial wine
>> supply is gone, when you can free up the bartender for other work.
>> 
>> 
>> 
>> For purposes of building your storehouse, start with everyone as peasants
>> until you have accumulated the supplies necessary to build, at which point
>> you can switch four to six of them to be builders to get it done, while your
>> other peasants are gathering supplies for the second building site.  This
>> overlap of making sure to begin a new building site as soon as the last one
>> has all the necessary materials is the key to efficient building, as it has
>> your peasants always getting a site ready while your builders finish up the
>> last site.
>> 
>> 
>> 
>> Watch your initial inventories of bricks and lumber.  If you end up with
>> fewer than 8 of each before beginning to build a sawmill and a quarry,
>> you're sunk, as you have to have the sawmill to turn logs that lumberjacks
>> produce into lumber you can build with, and your stone masons have to have a
>> quarry to work in to build bricks.  So far as I know, there's no way out of
>> this logic.
>> 
>> 
>> 
>> Vegetable farms are good to build in the beginning; they're relatively cheap
>> in materials and produce immediately usable food, unlike wheat farms that
>> require a mill and a bakery and their attendant professionals.
>> 
>> 
>> 
>> Watch your people assignments.  Until you have your houses built and your
>> women start popping out babies, labor shortages are going to be your most
>> intractable problem.  You can get by on as few as two peasants, but your
>> building projects will be slowed way down as they will spend most of their
>> time ferrying food to the tavern.  Don't be afraid to switch up your people
>> frequently; only keep a doctor when you have a sick or injured person.
>> Builders not actually working at a site are a waste of people; switch them
>> out until you have your materials gathered for a given site.
>> 
>> 
>> 
>> Jeremy, does lumber stored in the sawmill figure into building, or is that
>> reserved for barrel-making?
>> 
>> 
>> 
>> The goblins appear to begin in the northeast corner and spread slowly
>> through the map, entering at other edges as time goes by.  I still haven't
>> figured out the proper balance to get soldiers and knights in the field in
>> time; the development process is long and requires quite a bit of
>> specialized labor, which I've never had sufficient people to do in time. I
>> can't comment on the military aspects yet.
>> 
>> 
>> 
>> There, you now know most of what I know.  I do urge people to try this game;
>> it needs a few small tweaks for playability that Jeremy tells us are in
>> process, but already it's pretty close to a final game.  I'm hoping for a
>> map editor and more information about specific terrain effects.
>> 
>> 
>> 
>> The last hint I'll give is to read your building descriptions thoroughly.
>> Each building will tell you what it produces and what jobs are needed for
>> that production.  Pay attention to the hospital in particular as injured
>> workers can represent a major drain on your already thinly stretched
>> productivity.
>> 
>> 
>> 
>> Enjoy.
>> 
>> 
>> 
>>               Chris Bartlett
>> 
>> 
>> 
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