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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67366 times)

andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #270 on: March 24, 2012, 05:37:12 pm »

grain has a 4 week growing cycle, and all farm plots need extensive weeding. (5 farmers per week, 4 for an irrigated plot)
the whole "when the farmers have notning to do" thing is simply my trying to reason my way into a few more labour units (unsuccessfully so far)

atm we have 3 weeks until the traders leave, and 3 weeks untill our current grain plots are done - we are not going to have much to trade, although i'm hoping to have some basic electric motors and some food to trade.

The reason for project P is twofold - a) we now have 2 sources of electricity, so if the generator dies, we don't loose the forge, and our ability to forge parts to fix the generator, and b) in a few weeks once we have biofuel crops running we'll have the fuel to run the generator and would waste the energy available from the windmill.

Besides, we that generator makes a nice cache of spare metal, for if we ever get raided - we can loose our stores, and still have 10 metal resources to start over with.

--
TODO (roughly in order)
next week - initial exploration of bunker, with 2 people at the end of 1 pipe, carrying one of my new lanterns
create motors a) to partly repair the robotics at the forge (electronics needed) b) for trade goods
create swords so that 'unarmed' soldiers and scientists can defend themselves when we don't have the trader manpower to do forest exploration in force.
create small biofuel refinery
-- at this point we are independent in the short term - we can produce fuel to run our forge, and food to feed ourselves
create ammonia production facility
create guncotten facility - guncotten basically needs cellulose (wood/cotton fibers), and nitric acid ('easily' (at our tech level) made from ammonia)
create ammo production facility.
trade ammo to military tradepost for electronics / solar panels / heavy weapons.
scale up ammo production facility to make Heavy rounds.
-- at this point we may be able to hold off the coastal raiders, except for airplanes.
create mortars, or some other type of long range weapon.
create a basic dune buggy - to do more water runs with less people
create vehicles, offer the traders a permanent home with us, in exchange for new electric vehicles (but guarantee that we will be sending them out as often as possible, still)
find a source of silicon (it is 3/5 of all material in the earths crust, smelt it to silicon ingots, start making basic electronics (at this point we can make walki-talkie radios, and create a radio transmitter tower here at home for basic am/fm modulation transmission, and hook into the satellite transiever to transmit more complicated signals.
-- at this point we can start "rebuilding civilization", and suggest (through the trade delegates which have been sent to the towns around us) that we form an alliance, consortium, or some other local structure, we'll provide some food, arms, fuel, and medium tech goods (our nanotech is secret)
This is when i expect the raid to occur, as all of the above we can do without incurring the "wrath" of an "local warlords" (whatever they are calling themselves)

when nanofactory parts are found, initiate project "R"
use nanofactory to make 5 more nanofactories.
hide 1 in bunker.
specialize 1 in chemical reactions, have it start making carbon fiber - armor, vehicle armor / parts
specialize 1 in micro machines - have it start making solar panels and electronics (this and ammo will be our main trade goods)
specialize 1 complex materials - create superconducting wire, ceramics
specialize 1 in metal shaping - it can create metal alloys, engine parts, motors, magnets, etc ... from raw metal feedstock

use original to make "living metal" -- self repairing metal bar (simple shape metal bar which can repair itself when fed electricity)

combine all of the above to make railguns (high power, long range guns which consume electricity and metal instead of ammo).

Hope we can scrounge enough electricity to run the nano-factories, although with them specialized we can choose what we want to run and just power the specialized ones.

--

The first time someone from outside our camp notices our working railguns, expect things to get "interesting", but at this point we should be able to defend against a) a sneak attack, b) artillery of any type.
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Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #271 on: March 24, 2012, 05:57:29 pm »

FI we are going to be making swords to help keep the scientists and spare soldiers safe, why not make them axes instead? that way we can alos use them to chop down treees. I agree with the ammo production, but I don't know if we shold start trading that away, we might get ourselves noticed too early. I would never suggest forming a constorituim or something until the raid is over as that could intiaite it and wouldn't really bring us any benefits, while increasing our chance of dying.

I would suggest we lay low after we start making ammunition, as the raiders would pose a big danger to us for a long time and I don't want to unnecessarly risk conflict at least untill we have AA guns. Although ammo would bring in a lot of money everyone would start thinking we are a threat, they could attack the traders first too, thats what I would do and i tend to do the things other people would consider dishonourable, and so would the other evil people.

Also if we have ammo it wouldn't be a gignatic step to just use metal casting which just requires a contianer in the shape of whatever you want and some metal, to make heavy weapons. If you can make a gun, it isn't a huge technological leap to a machine gun if you know what your doing. Think of it like a fission bomb versus a nuclear bomb, one is mcuh better than the other, and only marginaly more diffucult if you know how to make one.

With a nanofactory working we would be invincible, which is why I highly doubt the GM will let us get one working. 
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #272 on: March 24, 2012, 09:46:16 pm »

swords are there because they would give a better bonus than axes, but ideally we would have both (soldiers with an axe in hand/weapon on back)


Yeah, not sure about trade, and i didn't put forging weapons on the list because we've 15 guns for 20 soldiers atm, so the ability to forge more weapons could only increase our fighting power by 1/3 (unless we hand guns out to scientists and farm hands ...)


Hmm, as an engineer, we use a gun, so it is possible to arm everyone, civies just don't have their base attack/defense skill.


as far as being invincible w/ the nanofactory, no way. Yes we'll be able to protect ourselves well, but any major hightech weapon would take us out.
a) we only have 20 soldiers, throw 150 people at us and we loose, even if they only have basic rifles.
b) we have no anti-artillery / bomb / long range missile defense. give them 1 Arty cannon, 2km range, and we loose.
c) if we have the tech, others might also, give them a few rail guns/generic high-power,long range weapons to snipe us, and we loose.
d) ambush us as cut us off from water, we loose (fixable with nano-tech to extract h2o from any hydrocarbon resource + atmosphere.)
e) cut us off from power, we loose (it isn't hard to destroy a windmill, and wait out our tiny gas supply)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #273 on: March 25, 2012, 08:33:41 am »

It was an intentional exageration, yes they would still be able to kill us but we could make all those defences and weapons you are talking about. With the nanofactory working it would be easy to get the nuclear plant running so we would have gigawatts of power to build things like machine railguns in the watch towers, which could definitly take out 150 people with riffles, that anti-missle bit is true, we don't currently have counter measers but we could build a computer operated missle counter strike system.

The only real threat is if they have nano tech too, which is why I am worried about the southern colony as the raiders don't look like they have nano tech, as then they would have things like railgun tanks that hover or other sterotypical si-fi stuff. With the nano tech though all we would need is some sort of missle and artillary counter measures in order to defeat the raiders, and that wouldn't be huge leap after aquiring nanotech.


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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #274 on: March 25, 2012, 09:24:32 am »

i don't think the southern colony has nanotech, otherwise they would not need to buy high tech items at high prices, they would be selling them, for raw materials to make other items.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #275 on: March 26, 2012, 05:03:46 pm »

i don't think the southern colony has nanotech, otherwise they would not need to buy high tech items at high prices, they would be selling them, for raw materials to make other items.
Touche, thats true. Eitehr way though they are the biggest long term danger, as they would be better euqiped then the raiders and sound very rich so they would likely have large standing army. And further more if they don't have nano-tech if they find out we do then they will send everything they have agianst us to take it back.
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #276 on: March 28, 2012, 11:53:47 am »

Updatz plz bump.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #277 on: March 28, 2012, 12:06:33 pm »

Updatz plz bump.
Temp hiatus, which I apparently forgot to mention here, none of my forumgames will be updated till saterday. ( Starting the disc thingy doesn't count, as most of them had been written up before)
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #278 on: March 28, 2012, 02:20:42 pm »

Updatz plz bump.
Temp hiatus, which I apparently forgot to mention here, none of my forumgames will be updated till saterday. ( Starting the disc thingy doesn't count, as most of them had been written up before)
k
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #279 on: March 29, 2012, 08:49:22 am »

Spoiler (click to show/hide)

Tobias can't find much, as the aftereffects of the war, mainly the radioactive radiation, are interfering with any signals to be heard. He does pick up a repeating signal, coming from the South. It Beebs aproximattely once an hour, and the transmittor can't be that far away, as it is heard clearly.

 Meanwhile the builders are making another farm plot and added the irrigation straight away.

The fifth plot is planted with trees. This special Genemanipulatedbrand of apples is quite resistant to diseases and vermin once it has grown, and so needs no looking after once it has grown(1 month). Along as it gets enough water (Either with it's roots, or by watering) it will give a small harvest of apples every month after it grew to full size. The apples can be eated raw, be cooked or fermentalised into cider.

There was a minor accident at the forge. No damage was done and nobody got hurt , but only the 4 copper was processed.

Nevertheless, work on Project P could progress using stored metal. The magnet creator was constructed and all other parts too, except for the magnets which needed molten metal.
The last spare plate is fitted and the other vehicles has it patchwork armor removed( +3 scrap). ( 11 plates left)

The water and wood run is a succes. No problems are reported and several trees are logged( +13 wood). The wood seems to be of mediocre quality, but at least the trees come down easily.

You seperate a capacitor unit and give them some lamps. Sadly all the fuses and regulators are installed on the main capacitor system so the risk of actually damaging or destroying the units is high if they are left unattended.

The wind blows rather hard today.

Other group: Arrived
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: Fourth week of march ( every month has four weeks) 27 A.A
Bunker/Fort:???? Spes: South America
Spoiler:  Heroes (click to show/hide)
Spoiler:  Supplies (click to show/hide)

Spoiler: People and livestock (click to show/hide)

Spoiler: Buildings (click to show/hide)
Spoiler: Surroundings (click to show/hide)

Spoiler: Recipes (click to show/hide)

Quote from:  Stats(Combat system copied from adwarf with permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Gate: 1 Attack 4 Defense
-Fence: 2 attack 6 defense
-Antivehicle thingies: 2 Attack 0 defense
-Watchtower: No Attack: 8 defense
- A-T Cannon: 8 Attack No  defense( Damage spread)
-Armored Vehicle: 0 attack 6 Defense
-Mutant ape: 1 Attack, 1 defense 1 hp
-Wild Dogs: 4 Attack, -4 defense 3hp
-Giant crocodile: 2 attack, 4 defense 10hp
-Leukrokottas: 6 Attack 8 Defense 15 hp

Spoiler:  New Gm note (click to show/hide)
[/quote]
[/quote]
« Last Edit: March 30, 2012, 03:45:54 am by 10ebbor10 »
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #280 on: March 29, 2012, 10:38:16 am »

shoudln't our rabbit's have given birth by now, they have a gestation period of thirty days and we discovered them some time ago. Their breeding season is febuary through October so they should have done their thing a little while ago, as well as given birth to more rabbits. They should have had a liter of about 4-12 kits (baby rabbits apparently). The femal can become pregnant as soon as she has given birth, but we should wait 6 weeks as that is the time it takes for a rabbit to stop weaning. Also individual houses should be built for the rabbits, so they can breed properly, and hay and straw given to the rabbits in order to build a nest for their young, otherwisse they will rip fur off other rabbits for the nest, which the other rabbit's strangely don't mind much apperantly.  :P
http://chris-mclaughlin.suite101.com/rabbit-reproduction-a82543
http://en.wikipedia.org/wiki/Rabbit
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #281 on: March 29, 2012, 10:44:39 am »

shoudln't our rabbit's have given birth by now, they have a gestation period of thirty days and we discovered them some time ago. Their breeding season is febuary through October so they should have done their thing a little while ago, as well as given birth to more rabbits. They should have had a liter of about 4-12 kits (baby rabbits apparently). The femal can become pregnant as soon as she has given birth, but we should wait 6 weeks as that is the time it takes for a rabbit to stop weaning. Also individual houses should be built for the rabbits, so they can breed properly, and hay and straw given to the rabbits in order to build a nest for their young, otherwisse they will rip fur off other rabbits for the nest, which the other rabbit's strangely don't mind much apperantly.  :P
http://chris-mclaughlin.suite101.com/rabbit-reproduction-a82543
http://en.wikipedia.org/wiki/Rabbit
What do you mean. They are in individual cages already, which is why they don't breed. And not in fact due to The G.M. forgetting about something. ( Also these are slightly larger then normal rabbits, due to benevolent and not at all dangerous radioactive mutations)
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #282 on: March 29, 2012, 12:27:31 pm »

Oh sorry It was so long ago that the cages were built i just figured it was one big cage.

So next week we should have a medium sized, 10 by 10 meters or so, fenced in for the rabbits were they can roam around and eat grass and do their thing.

If they are larger their gestation period should be longer but in normal rabbit breed larger ones give birth to more kits.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #283 on: March 29, 2012, 07:46:44 pm »

didn't we prepare 4 farm plots and a tree plot originally? I was thinking the apple trees go onto the "small clearing". (we wouldn't need an irrigated plot for something which doesn't need water past the first few weeks).


Inside the engineers and farmers have prepared a large plot of land for farming. It includes some greenhouses and a small clearing for growing trees.
  (clarified by GM, previous number of plots (5) stands).

We observe that the name of our location has settled down to have a name of "Spes", or just "Hope".

We also note that in an extremely windy week, the windmill created 63 energy (assumptions initial 645 + 5 solar +73 wind, -uses 100 forge, 50 lantern, final 563).

Last week the windmill, in a not-windy week generated 80 energy(inital 710, uses 150, generation 5 solar + 90 wind, final 645).

What am i missing here? (i am trying to work out if the windmill can, in the long run, run the forge)


--
Heroic activities: (now issuing orders for 29 scientists, and 3 leaders)
Tobias leaves the radio tuned to the beep, and instead turns to the satellite transceiver, and checks to see if it can receive anything.
If help is needed, one of the guards fetches stuff for him.

We chat with the merchant leader. Observe that we have just spent a significant portion of our power supplies to quickly retrofit their cars with our now Superior designed armor plating. Ask if she is sufficiently impressed to decrease in the per-week trade duty they charge(by 1.25 percent per week, so that a 4 week has a 15% cost to us). if they agree, offer them the gift of the last 2 smelted iron (which was our 10% of the 20 ore we were smelting for them).

--
Generic work orders:
5 soldiers guard,

20 farmers farm. grain and vegies are harvested. (next week biofuels and vegies will be planted)

Forge time for this week:

5 scientists, 5 engineers, 3 builders forge all iron, (Scientists aim to become blacksmiths)
4 magnetized plates to finish project P
5 to finish our armor plate obligations for the merchants.

2 engineers, 2 builders, 2 scientist finish project P, and move the alternator back to the generator.

3 engineers, 3 scientists Remaining smelting capacity is used to create 1 sword, then many medium quality forged axes (current poor quality axes created from metal scrap, not forged or well shaped at all)

6 engineers, 6 drivers finish the armor plating on the last car.

3 civies cook some more grain.

1 builder,4 engineers build a rabbit run (as compared to the 20 rabbit individual hutches we have at the moment)
2 scientists determine the sex of all our rabbits, and anything else unusual about them, or differences between them.

Leaving:
20 scientists, 30 soldiers unaccounted for.

If it turns out that we have a tree plot, separate from the 5 farm plots, 10 scientists determine the best biofuel crop, then design a biofuel refinery (capable of processing (n+1)/3 farm plots worth of fuel per week, where n is the growing time for the previously identified biofuel crop), and plant it in the extra farm area. Extra bonus if we can run it as a distillery instead.

15 soldiers (take guns + axes) do a standard (800L) water run.

10 scientists make a tentative expedition into the bunker - some stay at the surface to ensure the bellows works correctly, 1 ventures in (with a light) as far as can be without air assistance, others handle the hose, and 1 takes another light and goes as far as the hose will allow him. The aim is to reach that first obstacle at 25m (and probably determine that it is a blast door which needs opening somehow ...)

5 of the remaining 15 soldiers construct crossbows.
10 soldiers process leuk biologicals. (they should be quick to respond to any disturbance at the fence)

--
summary:
10 scientists work attempt initial access to the bunker
7 scientists, 10 engineers, 8 builders run forge, finish project P, make tools
12 scientists, 4 engineers, 1 builder, 20 farmers farm, plant, make new cage, sex rabbits.
6 drivers, 3 builders, 3 engineers finish the third car
15 soldiers work on crossbows + biologicals
15 soldiers water
5 soldiers guard


edit: fixed farm stuff.
« Last Edit: March 30, 2012, 12:01:31 am by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #284 on: March 29, 2012, 08:21:37 pm »

Sounds good
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