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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67349 times)

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #300 on: April 13, 2012, 01:05:49 pm »

update soon please?This was a good game  :'(
My internet connection kinda failed. I should get an update out today or tomorrow(or the day after that)
Sweet Jesus!
So good for tomorrow.

Anyway, update today or tomorrow , I promise.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #301 on: April 14, 2012, 04:05:54 am »

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.

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). 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
[/spoiler]

Tobias  listen the entire week for sattelite responses, but can't find much. It seems that most sattelites died between the wars. Then again, occasionally he does find something, and here's a list of what he found.
Spoiler (click to show/hide)
The radio is still registering the beep, still coming from the South at the same frequency.

You get lucky with the merchant, and after a few minutes you agree on your deal.

Farming goes whitout problems. Melting less so, but at least 10 iron ore is melted. The scientist again fail to become  any better in their job. Project P is finished, as wel as the third car. The merchants would like to leave soon unless there's anything you could say to persuade them to say. No tools were created, as all smelting capacity has already been used.

The rabit run is created whitout problems. The scientist research the rabbits. There are 4 males and 4 female rabits. They are a bit larger then normal rabbits, and also seem a slightly posionous bite with mild hallicinogenic effects.

The scientist try to determine the best biofuel crop, and come out on this :the genemodified sugar beet, with a 3 week grow time and a large water use. Due to it's high sugar content it can be easily fermentized. A whole field can when properly fermentized and distillized produce 25 liters of pure alcohol. Sadly fermentation takes a lot of time( 1 month). They design a refinery with a press , 5 100l wooden vats and a distillery. It will cost 15 wood to build.

The water run is done whitout problems. The bunker expedition is also done whitout problems, and it finds out that the obstacle at 25 meters is not the blastdoor, which is opened, but the normal safety door. After fiddling a bit with the lock the expedition can continue and eventually reaches 50 meters, where there is indeed a closed blastdoor.

The soldiers manage to construct 2 crossbows. The other soldiers cut up the remaining Leukrokratt corpse.

The watching soldiers notice no problems, and the wind is blowing rather hard this week.
 
Other group: Arrived
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: First week of april ( 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]
« Last Edit: April 18, 2012, 03:56:00 pm by 10ebbor10 »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #302 on: April 14, 2012, 10:11:22 pm »


Quick questions - would more people allow us to smelt more metal in 1 week (at an increased energy usage , of course)?
Did the people exploring the bunker either a) note if the way we got out was still open, or b) note anything about the blast door (how to get it open, why it is even closed).


Have the merchants mentioned any items of value which we could forge for trade purposes? (given they get 15% of any trade we make, they would want us to trade as high value cargo as possible.)
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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 #303 on: April 14, 2012, 10:14:51 pm »


Quick questions - would more people allow us to smelt more metal in 1 week (at an increased energy usage , of course)?
Did the people exploring the bunker either a) note if the way we got out was still open, or b) note anything about the blast door (how to get it open, why it is even closed).


Have the merchants mentioned any items of value which we could forge for trade purposes? (given they get 15% of any trade we make, they would want us to trade as high value cargo as possible.)
+1
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #304 on: April 14, 2012, 10:47:39 pm »

if the merchants don't have much of an idea what is currently selling well, i'd say small electric motors as a trade resource, backed by either copper wire, or metal pipes. (along with any spare food - diversity in trade goods would be a good idea).


1/4 unit of magnets, 1/2 unit copper, 1/2 unit of metal should be enough for 1 wheel of a car (at the scale of 2 units of magnets = 2 1m wide discs)


we should be able to make 8 motors a week, using the 10 forge capacity, and enough extra man-power to shape the copper into wire, divide the big magnets we forge into little ones, and assemble everything (i'd say 1 extra man-power per motor).


i can see us, if we can get 20 or 30 forge capacity for extra energy having 40-60 people doing an all-hands-on-deck motor creation week, for trade goods for the merchants. That will leave us without "much" to do for the intermediate few weeks until they return. (actually, we are still short on man-power, especially if bio-fuels need more water that what we have).


current work distribution: 20 farmers farm, 15 people per week run water/wood. 20 people run forge, 10 work on bunker, 5+ guard, leaving 30 people free to actually do further stuff each week - typically 15 are building stuff at home, leaving 15 to actually explore, either inside the lab, or outside (the plain to the (west?) hasn't been explored by us yet).
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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.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #305 on: April 15, 2012, 01:36:35 am »

Food is always a good one, but apart from that, the more sophisticated rare products fetch higher prices.
Well technically you can smalt up to 15 metal a week. ( Sometimesm aybe more on a really good roll) but you've been rolling quite badly for now.
You left the bunker by elevator, which got stuck 3 floors under the ground.  Then you proceeded to use the stairs. The Blastdoors were simply never opened to minimize power usage. As for opening the blastdoors, yu could destroy them or dissassemble the pneumatic lock and manually lift them, or attempt to restore their power. The elevator shaft is clear, but it's a 250 foot drop.

Electric moters ,copper wire and metal pipes will make good trading goods, sincethey are quite hard to get, while being useful to a lot of people.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #306 on: April 16, 2012, 12:45:37 am »

Bah, forum 502 ate my post :(


basically:
Bunker:
a) destructive entry - Bad idea, as that door may be the only thing protecting us in the future, if we move back into the bunker.
b) non-destructive entry - electrical assisted, good idea, as the door can be easly re-sealed
c) stairs - i recently had a fire evacuation drill from lvl 32 (about 125 m up), i'm not that fit, and it wasn't that hard, especially if we send supplies down so that the people in the bunker only occasionally need to head to the surface once per week/turn
d) lift shaft. It would be quite easy to have a winch system setup, this would allow quick trips up and down, possibly even electrically assisted - also lift shafts are easy to ventilate.
e) power the lifts -- would take too much power


Trading:
a) leave now with 460 food
b) leave end of next week with 430 food and 10-15 motors
c) leave end of week after, with 870 food and 20 motors + some other stuff
d) 3 weeks 840 food 20 motors + 2x stuff

a and d are out, but i think the traders would be happy with C), they wait 1 week more and double the amount of stuff they are trading for us

we have copper for 32 motors (assuming we have no other need for wire), so i wouldn't trade more than 20-25 (specifically i'd like 2 units of copper for a few hundred M of wire to the bunker, and 8 or 12 motors for us) - we need some buggies, motorized water runs would make life better, and we can start doing things like fixing our robotics for the forge to make some more complicated things without blowing all this man-power on it.
« Last Edit: April 16, 2012, 12:57:53 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.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #307 on: April 16, 2012, 10:23:56 am »

C) The stairs are currently blocked by the blastdoor. While the elevator shaft is probably free.

Also, ain't you guys going to do anything about the radiosignal?
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #308 on: April 16, 2012, 05:23:57 pm »

the beep, sure, we only discovered that signal 2 weeks ago, and it is constant, there isn't any reason to think it would end soon.

Also, we havn't had any spare manpower, and we also have no way of triangulating that signal to find out where it is actually coming from. This week, spare manpower is going to be on making trade goods, then after the merchants leave, we can see about it.

Actually, on the "no way of triangulating", we could just use a directional antenna ...

Ok, i'll add that to the things to do this week - tobias will build a portable directional antenna, a second radio, and try to establish an uplink to that recon sat. (and be promoted to chief radio operator, bonus to all radio related rolls?)

medium term plans include building a car, sending a trade envoy under our own power to the mining community, and finishing exploring our own lab.

<will post more detailed actions this afternoon, must go to work now>
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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.

andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #309 on: April 17, 2012, 06:48:21 am »

20 people: 5 scientists, 10 engineers, 5 builders (scientists again attempt to become more skilled)
run Forge Operation, focusing on Motors (using the previous design, again, i'm probably being overly generous with my copper allocation, in 1 motor i'm using enough copper to build 1/2 an armor plate ...)

20 farmers farm the 5 plots, there isn't much for them to do this week though. If anyone gets bored, they should think up ways to automate things.

5 armed soldiers are on guard duty
5 armed soldiers will do a sweep around the compound, looking for any sign of human or animal activity.

15 soldiers (5 axes, 10 guns) will take the radio receiver and investigate the beep.
3 drivers go with them, to guide them, explain things they may run accross, and generally act as guides.

10 soldiers help with motor assembly, if more man-power could get more completed, (we have 11 metal resources, so we might not need to just used fresh-forged materials).

5 scientists run the air hose, while 1 (or 2 if they thing there is sufficient air available) of them further investigate the blast door, looking to see how to electrically power it. If there is a way, they (using a spare torch they have with them), connect up the torch to the door to open it. (expected result, 10 or so energy spent, door opened)

9 scientists and 5 engineers use the metal scrap to design/build a prototype buggy frame - 2 passengers, designed for speed, specifically designed to have a speed burst faster than the Leukrokottas charge, while having a full cart attached to the back(back-pack style, not as a trailer). It is electrically powered, and would have 4 wheel-motors fitted.

6 builders use their carpentry tools to shape the wood logs into boards, poles, and other construction materials - for a) the brewery, b) another windmill.

3 civilians, and 3 drivers work to cook the grain

EDIT: Rabbits
2 male, 3 female rabbits should be moved into the run (if the males fight, only put 1 in).
The remaining people (10 scientists, 2 engineers, 1 builder) help with anything above that is needed; if everything above is being done well they search the science lab, going to examine the labs where the research was taking place to work out what they were researching, and if there is any high tech items, computers, or equipment able to be returned to a serviceable condition (i'd prefer broken,but fixable equipment to nothing). Specifically i'd be interested in finding how that nanofactory was created.

--
The leaders:
Tobias builds a second radio, this time aiming to make a more complex one compatible with the satellite transceiver, and transmitting at power, if power is supplied. (if this was implied by the previous descriptions, he builds another of the previous radio).

We design an antenna, for sensitive radio reception, and attach it to the side of the lab.

The merchant leader does whatever he wants.

edit:
added link to https://docs.google.com/open?id=0B84ffYKLW6CPb25VdWhfUFpQSm8 , the current version of the spreadsheet i've been keeping notes in for this.
« Last Edit: April 17, 2012, 09:26:34 pm 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.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #310 on: April 17, 2012, 11:08:06 am »

Your notes are several times longer then mine....
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #311 on: April 17, 2012, 05:58:33 pm »

whenever i have to calculate something i just save it as a new section (eg, the pipevolume - if 1 armor plate is x, how much pipe could we get out of the same volume of metal :)

The last tab, light-speed, is for somewhere else, where it calculates mass gain at relativistic velocity, with acceleration at the bottom (i believe the version i have lined shows the 6500g is needed to get to 14km/s in 1.5 km (was interested in a mag-accel sat launch)

edit:
feel free to use/edit/whatever that spreadsheet.
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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.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #312 on: April 18, 2012, 08:17:58 am »

Spoiler (click to show/hide)

The forge runs not stop this week, and a lot of copper and metal is melted. The five scientist think they finally understand how to work with the iron. However the production of engines goes less well. Only five engine are made. That's where the emergency team comes in, who manage to make another 10 engines

The farmers farm the plots, and are bored. The soldiers do a sweep of the surrounding area, but find nothing more than those poisonous snakes. Luckly they avoided being bitten.

The expedition follows the radio signal, and after a long treck. ( The merchant let you use the vehicles, since the radio isn't exactly portable.) They arrive at a small hill, from which the signal seems to be coming. The expedition stops here, not knowing what to do. Untill one of the soldiers trips over something. Closer research reveals it to be concrete. The team sets to work and manages to uncover part of the structure, though they haven't found the door yet.

The scientist can't find immediatly find any electric input, so they open up the doors control pannels and look there. They manage to depressurize one of the four pneumatic locks that keep the door shut, but even if they can open them all you would still have to move it. ( Door opens upward, to close quickly in an emergency)

Work here goes well. A buggy is constructed. While the scientist aren't quite sure how fast it can go, they did what they could to make it go fast. The carpentry teams makes a good speed though, and manage to process 9 units of wood.

Tobias messes a bit with the new radio, but can't get anything done this week.

Making the antenna is easier, as it just involves scavenging some wire from the labs and attaching it to the top of the windmill.

She doesn't do much.

The wind isn't blowing very hard now. However, temmperatures have been steadily rising for the entire week.

Other group: Leaving next week(end)
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: Second week of april ( 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]
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Kashyyk

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #313 on: April 18, 2012, 03:54:13 pm »

I propose naming the Merchant leader as a hero. Maybe Sophia?

That's all I got though :P I'll leave the management to you guys.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #314 on: April 18, 2012, 05:48:01 pm »


Quick question:
How's the ventilation by the blast doors?

anyway, off to work, post again thisafternoon.

Thanks for the quick update :)

this weeks jobs:
Varinius, and 5 scientists will sit down with the (6) drivers, and discuss the buggy design, and a)how to improve it b) sources for materials for it c) how to improve/streamline the production of the electric motors

soldiers take another trip to the "mysterious hill" (which isn't currently on our surroundings list, unless that is the "settlement to the south", but i feel that is too close)

we work on motors at home

we should go and find something big in the lab -- after all, we've spent almost 200 person-weeks searching it, and have only 1/2 explored it ;)

we should make some rope, go down the lift shaft, and try to open the blast door from the other side (seems to be a bit of a design weakness in a bunker to have the lift shaft go around the blast doors though, i suspect we'll find that the shaft is sealed also. (although i probably should meta-game and not mention this to the GM) ).

scientists should see what would be needed to repair the robotics attached to the forge -- at the moment we are spending 10 people loading 10 resources into it, then having up to 20 people processing the output of it, some robotics would free people up for less menial tasks.

continue processing wood, and once that's done build the new windmill, and the brewery. (the 2 windmills should be linked, and generating power off project P ).

spare soldiers should go and collect water/wood from the forrest.

anyway, i'll work the numbers for this out when i get home. (farmers are going to be buisy this week :)
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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.
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