Post by Sophie on Aug 16, 2012 21:11:33 GMT -5
A number of projects are ongoing at New Haven, but up until now we really haven’t listed what they are. So, here we go.
Just a note, everyone is welcome to join in any of these planned r/p’s. Just be aware that a few of them have specific requirements on your character
New Haven Fortifications
1 – Fence fortifications (Complete) – This has been ongoing for a while; but we’re about to run into a snag. We won’t have enough cinderblocks, sand and concrete to actually make it work. So, we’re going to be putting up what has been referred to as “Privacy” fencing around the compound and Annex sans the gate areas. It’s been decided that making those gates some of the most fortified points in New Haven a high priority; not to mention that the footing has already been dug and poured around the main gate of New Haven. Fencing will continue for at least six more months; and expect more details about what Privacy fencing entails soon. Talk to Sophie to get in on the fun.
2 – Bridge Building – New Haven will be building an arched bridge that connects the two properties. This will use the remaining cinderblocks and building supplies that we’d started gathering for the fencing. Once the bridge is up, we’ll be able to go between the two sites without being at risk outside the fences. Talk to Sophie to get in on the fun.
3 – Wind Farm (Complete) – Another ongoing role play that will ensure minimal electricity to everyone at New Haven, plus electrified fencing. The bases are poured and r/p will pick up in a month or a bit longer to get the wind turbines. Once we get them, they may or may not have to be remounted so that they can be brought down with guy wires in the event of a storm. It may take a couple of weekends to get all the wind turbines and then we’ll be r/ping them out. Talk to Sophie to get in on the fun.
4 – Raid on Port of Wilmington – This is a highly dangerous role play planned for the late fall. We will be taking a weekend or possibly slightly longer to gather supplies for New Haven. It is a port so there is a high probably of Walkers, Ragers, Raiders and Survivors. If you want to come, you’re more than welcome. The only r/p requirement is that you must be able to shoot and check containers. We’re looking for sealed containers of medical supplies bound for Africa (not opening them, just finding and hauling them); containers of cloth; dry goods; home furnishings; greenhouse supplies (to be determined in a later post); containers of POD housing; and most importantly BATTERIES. In addition, we’ll be transporting fuel back home. Every time a gun is shot, a grenade goes off, or Marlene makes a trip, the sound will travel so expect company if we don’t have it at the start.
5 – Ditch Digging (Complete) – Ah what fun! No, you’re not back in the military; you’re in New Haven and we need to get the trenches dug all the way around the Compound, Annex and Peavey to finish our wall fortifications. It’s not hard r/p, it’s not particularly fun r/p, but it must be done even if you’re not in the room while you’re character is doing it. This won’t start until after the privacy fencing is laid out and mortared into place and that mortar has cured. Check with Sophie to find out more.
6 – Stake Production (Complete) – No, not the nummy kind you can eat. The final phase of our wall fortification is to put sharpened stakes in the trench between the privacy fence and the cinderblock fence. They will need to be sharpened and then put in place. Not sure how many yet, but safe to say A LOT.
5 – Escape Tunnels – Once we have New Haven secured, we will be working on the escape tunnels. Sewer pipe has been sunk so that it the fencing is able to go on top of it. We need to dig the storm cellars that will hide the entrances. We need to cover the storm cellars as well. Then we also need to dig the trenches and lay the pipe so it gets to the meeting point. For the pipes that go out to the Nanticote gathering point, we will need to repave the roads. So, all the roads in the surrounding area will be repaved, and maybe some additional spots so people won’t wonder at all the new roads near New Haven. This will be an ongoing r/p, expected to take 3-6 months that will be starting after the ground solidifies back up after the Spring Thaw. Talk to Sophie or Selsie to get in on the fun.
6 – Hay Fields (Complete) – The fields across from the Compound entrance are going to be completely fenced. It will be simple 10’ chain link fencing, just like the other fences. However, it will not be electrified nor are there currently plans to electrify it. Talk to Sophie to get in on the fun.
Food Production
Just to let you know, with the 141 PC and NPC characters New Haven has in play right now, we need 324,300 kcal/day for New Haven. And considering that we don’t have junk food fillers and empty calories, that’s an incredible amount of food production to maintain over the winter. So, Food Production remains a high priority and will for some time. Just a warning, if things get dangerously low this winter, personal stocks of food will be raided before we move on to our production livestock – heifers (who will be providing next year’s steer), bulls, dairy cows, goats, sows (who will be providing next year’s pigs), and horses. So, as we’ve said before, food is a big deal to keep us alive. MREs are truly a last resort; they're planned for a true emergency such as a need to leave New Haven. We won't let people die before we open them, but once we do, we've limited what can happen to keep the Compound alive. Remember, New Haven can fall just as easily to starvation as we can to Walkers, Ragers or disease.
1 – Canning – The ongoing, never ending roleplay that will continue until we run out of canning supplies and then paraffin as we have to move to less safe methods of food storage. Talk to Darlene to get in on the fun!
2 – Planting and Harvesting the Fields and Gardens – Another never ending roleplay. The only way New Haven will be able to survive is if we have food. This also includes hay. We have far more bodies that we have supplies to feed, including animals, so this may get really ugly this Winter. Talk to Darlene to get in on the fun!
3 – Round-up and Butchering – This is planned for the late Fall as well just due to timing constraints on other things planned in the room. We will be going into Maryland and the surrounding areas to round up free-range cattle and bring them to a central location to be butchered in a humane way. If you go to be one of the riders, your character must be a very solid rider with experience in riding in nasty situations. If you don’t have that solid seat, don’t worry, we still need people to work on the rest of it. Also, if you say that your character has that solid of a seat, please don’t fall off just to add to the “fun”; we’ll be rolling dice throughout to see if people fall or have issues. Remember even the best Olympic athlete falls on occasion. This may have to happen again next Spring, we’ll figure it out base on what we round up. More details to come soon.
4 – Game Hunting – Man does not live by cow alone. So, we will be hunting deer, bear, wolves, ducks, geese, dove, pheasant, quail, and exotic game to be brought back to New Haven to help ensure the survival of the Compound through the winter. A post from Selsie will be going up soon with the dice rolls to use when hunting along with the types of animals that we can bring into New Haven. Remember, we want the populations to thrive and grow so we can harvest again next year. A thread will be going up to list what game you’ve brought in
5 – Single Crop Greenhouses – Bobbie and Chrisette have been working on some single crop greenhouses with the possibility of aquaculture. I’m not sure how far along they are, but I suspect they have a pretty long way to go. Check with Bobbie and Chris to get into their fun.
6 – Fishing/Seining – In the early Spring, to take advantage of the spawning season, we will be seining the Nanticote to get as much fish as possible. Look for more details as we get closer.
7 – Polydome Greenhouse – This is a multi-crop, hydroponic and soil, multi-insect (bees, ladybugs, other healthy insects), multi-livestock (avian, aquaculture and possibly dairy) greenhouse with different climate zones that feeds on itself. It takes SIX years to come to maturity, so even after we get it built, it will be six years before we’re good with produce. We hope to gather materials at the raid on the Port of Wilmington and if not we’ll have to find other places to pick up what we need. Construction will last 4-6 months and is expected to start Summer 2015 (2013). More posts to come on this topic as we develop how it will work and how we can implement it in New Haven, and how we can get people involved.
Building Construction
1 – Barns – This is a no brainer. At the rate New Haven’s equine population is growing, we need more barns and will in the future. We’re planning a Barn Raising next Spring to help with that problem – who knows how many we’ll wind up building, but we will. Look for more posts as we get closer to it in Spring 2015 (2013).
2 – Grist Mill – New Haven needs a full sized grist mill that will be built in the late Spring 2015 (2015). It will take a couple of weeks of work. Currently Viktor is building a small one for this Fall’s Harvest. However, as we continue to expand New Haven, we will be needing a larger Grist Mill than the one that is being built.
3 – Clinic – Another no brainer. When the original clinic was built New Haven was around 50 people, PC and NPC. Since we’re up to a whopping 141 and still growing, we are quickly outrunning our existing space. We will be adding on to the existing clinic in the form of an additional berm house. This r/p will start after the Fall 2013 (2015) Harvest after the gardens that grow on the roof have gone fallow. No details are available yet as to how many rooms or what the final product will look like. Check with Darlene to find out more. Posts will be going to up to let you know what’s going on with it.
4 – Lumber Mill – New Haven needs a lumber mill. Sophie is in the midst of designing one that will eventually be built. This is another r/p that will take a several weeks to build, and is expected to start in Fall 2015 (2013). Details to follow
Planned Raids
1 – Raid on Port of Wilmington – Fall 2014 (2012); probably Novemberish
2 – Raid on Greenfield Village / Henry Ford Museum in Michigan – Summer 2015 (2013). We will be making a long trip to gather as much production equipment from the 1800’s as possible. More than likely we will be running into Survivors, Ragers and/or Walkers. This will be one of the last big, if not the last big trip Marlene can make due to fuel and repair issues. It will be high risk and will go on over the course of several days.
Just a note, everyone is welcome to join in any of these planned r/p’s. Just be aware that a few of them have specific requirements on your character
New Haven Fortifications
1 – Fence fortifications (Complete) – This has been ongoing for a while; but we’re about to run into a snag. We won’t have enough cinderblocks, sand and concrete to actually make it work. So, we’re going to be putting up what has been referred to as “Privacy” fencing around the compound and Annex sans the gate areas. It’s been decided that making those gates some of the most fortified points in New Haven a high priority; not to mention that the footing has already been dug and poured around the main gate of New Haven. Fencing will continue for at least six more months; and expect more details about what Privacy fencing entails soon. Talk to Sophie to get in on the fun.
2 – Bridge Building – New Haven will be building an arched bridge that connects the two properties. This will use the remaining cinderblocks and building supplies that we’d started gathering for the fencing. Once the bridge is up, we’ll be able to go between the two sites without being at risk outside the fences. Talk to Sophie to get in on the fun.
3 – Wind Farm (Complete) – Another ongoing role play that will ensure minimal electricity to everyone at New Haven, plus electrified fencing. The bases are poured and r/p will pick up in a month or a bit longer to get the wind turbines. Once we get them, they may or may not have to be remounted so that they can be brought down with guy wires in the event of a storm. It may take a couple of weekends to get all the wind turbines and then we’ll be r/ping them out. Talk to Sophie to get in on the fun.
4 – Raid on Port of Wilmington – This is a highly dangerous role play planned for the late fall. We will be taking a weekend or possibly slightly longer to gather supplies for New Haven. It is a port so there is a high probably of Walkers, Ragers, Raiders and Survivors. If you want to come, you’re more than welcome. The only r/p requirement is that you must be able to shoot and check containers. We’re looking for sealed containers of medical supplies bound for Africa (not opening them, just finding and hauling them); containers of cloth; dry goods; home furnishings; greenhouse supplies (to be determined in a later post); containers of POD housing; and most importantly BATTERIES. In addition, we’ll be transporting fuel back home. Every time a gun is shot, a grenade goes off, or Marlene makes a trip, the sound will travel so expect company if we don’t have it at the start.
5 – Ditch Digging (Complete) – Ah what fun! No, you’re not back in the military; you’re in New Haven and we need to get the trenches dug all the way around the Compound, Annex and Peavey to finish our wall fortifications. It’s not hard r/p, it’s not particularly fun r/p, but it must be done even if you’re not in the room while you’re character is doing it. This won’t start until after the privacy fencing is laid out and mortared into place and that mortar has cured. Check with Sophie to find out more.
6 – Stake Production (Complete) – No, not the nummy kind you can eat. The final phase of our wall fortification is to put sharpened stakes in the trench between the privacy fence and the cinderblock fence. They will need to be sharpened and then put in place. Not sure how many yet, but safe to say A LOT.
5 – Escape Tunnels – Once we have New Haven secured, we will be working on the escape tunnels. Sewer pipe has been sunk so that it the fencing is able to go on top of it. We need to dig the storm cellars that will hide the entrances. We need to cover the storm cellars as well. Then we also need to dig the trenches and lay the pipe so it gets to the meeting point. For the pipes that go out to the Nanticote gathering point, we will need to repave the roads. So, all the roads in the surrounding area will be repaved, and maybe some additional spots so people won’t wonder at all the new roads near New Haven. This will be an ongoing r/p, expected to take 3-6 months that will be starting after the ground solidifies back up after the Spring Thaw. Talk to Sophie or Selsie to get in on the fun.
6 – Hay Fields (Complete) – The fields across from the Compound entrance are going to be completely fenced. It will be simple 10’ chain link fencing, just like the other fences. However, it will not be electrified nor are there currently plans to electrify it. Talk to Sophie to get in on the fun.
Food Production
Just to let you know, with the 141 PC and NPC characters New Haven has in play right now, we need 324,300 kcal/day for New Haven. And considering that we don’t have junk food fillers and empty calories, that’s an incredible amount of food production to maintain over the winter. So, Food Production remains a high priority and will for some time. Just a warning, if things get dangerously low this winter, personal stocks of food will be raided before we move on to our production livestock – heifers (who will be providing next year’s steer), bulls, dairy cows, goats, sows (who will be providing next year’s pigs), and horses. So, as we’ve said before, food is a big deal to keep us alive. MREs are truly a last resort; they're planned for a true emergency such as a need to leave New Haven. We won't let people die before we open them, but once we do, we've limited what can happen to keep the Compound alive. Remember, New Haven can fall just as easily to starvation as we can to Walkers, Ragers or disease.
1 – Canning – The ongoing, never ending roleplay that will continue until we run out of canning supplies and then paraffin as we have to move to less safe methods of food storage. Talk to Darlene to get in on the fun!
2 – Planting and Harvesting the Fields and Gardens – Another never ending roleplay. The only way New Haven will be able to survive is if we have food. This also includes hay. We have far more bodies that we have supplies to feed, including animals, so this may get really ugly this Winter. Talk to Darlene to get in on the fun!
3 – Round-up and Butchering – This is planned for the late Fall as well just due to timing constraints on other things planned in the room. We will be going into Maryland and the surrounding areas to round up free-range cattle and bring them to a central location to be butchered in a humane way. If you go to be one of the riders, your character must be a very solid rider with experience in riding in nasty situations. If you don’t have that solid seat, don’t worry, we still need people to work on the rest of it. Also, if you say that your character has that solid of a seat, please don’t fall off just to add to the “fun”; we’ll be rolling dice throughout to see if people fall or have issues. Remember even the best Olympic athlete falls on occasion. This may have to happen again next Spring, we’ll figure it out base on what we round up. More details to come soon.
4 – Game Hunting – Man does not live by cow alone. So, we will be hunting deer, bear, wolves, ducks, geese, dove, pheasant, quail, and exotic game to be brought back to New Haven to help ensure the survival of the Compound through the winter. A post from Selsie will be going up soon with the dice rolls to use when hunting along with the types of animals that we can bring into New Haven. Remember, we want the populations to thrive and grow so we can harvest again next year. A thread will be going up to list what game you’ve brought in
5 – Single Crop Greenhouses – Bobbie and Chrisette have been working on some single crop greenhouses with the possibility of aquaculture. I’m not sure how far along they are, but I suspect they have a pretty long way to go. Check with Bobbie and Chris to get into their fun.
6 – Fishing/Seining – In the early Spring, to take advantage of the spawning season, we will be seining the Nanticote to get as much fish as possible. Look for more details as we get closer.
7 – Polydome Greenhouse – This is a multi-crop, hydroponic and soil, multi-insect (bees, ladybugs, other healthy insects), multi-livestock (avian, aquaculture and possibly dairy) greenhouse with different climate zones that feeds on itself. It takes SIX years to come to maturity, so even after we get it built, it will be six years before we’re good with produce. We hope to gather materials at the raid on the Port of Wilmington and if not we’ll have to find other places to pick up what we need. Construction will last 4-6 months and is expected to start Summer 2015 (2013). More posts to come on this topic as we develop how it will work and how we can implement it in New Haven, and how we can get people involved.
Building Construction
1 – Barns – This is a no brainer. At the rate New Haven’s equine population is growing, we need more barns and will in the future. We’re planning a Barn Raising next Spring to help with that problem – who knows how many we’ll wind up building, but we will. Look for more posts as we get closer to it in Spring 2015 (2013).
2 – Grist Mill – New Haven needs a full sized grist mill that will be built in the late Spring 2015 (2015). It will take a couple of weeks of work. Currently Viktor is building a small one for this Fall’s Harvest. However, as we continue to expand New Haven, we will be needing a larger Grist Mill than the one that is being built.
3 – Clinic – Another no brainer. When the original clinic was built New Haven was around 50 people, PC and NPC. Since we’re up to a whopping 141 and still growing, we are quickly outrunning our existing space. We will be adding on to the existing clinic in the form of an additional berm house. This r/p will start after the Fall 2013 (2015) Harvest after the gardens that grow on the roof have gone fallow. No details are available yet as to how many rooms or what the final product will look like. Check with Darlene to find out more. Posts will be going to up to let you know what’s going on with it.
4 – Lumber Mill – New Haven needs a lumber mill. Sophie is in the midst of designing one that will eventually be built. This is another r/p that will take a several weeks to build, and is expected to start in Fall 2015 (2013). Details to follow
Planned Raids
1 – Raid on Port of Wilmington – Fall 2014 (2012); probably Novemberish
2 – Raid on Greenfield Village / Henry Ford Museum in Michigan – Summer 2015 (2013). We will be making a long trip to gather as much production equipment from the 1800’s as possible. More than likely we will be running into Survivors, Ragers and/or Walkers. This will be one of the last big, if not the last big trip Marlene can make due to fuel and repair issues. It will be high risk and will go on over the course of several days.