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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67421 times)

ansontan2000

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #255 on: March 22, 2012, 11:04:37 pm »

Ptw.
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When an emperor makes a mistake, well, there is a game save for retry.

Immortal

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #256 on: March 23, 2012, 09:10:41 am »

I have something to add for once!
We won't need to send a supply team down for atleast a week after we send them in. In that time we should be able to fabricate several small air cyclinders. We don't need large ones, just enough for a one man two way trip. I don't know how much air a person needs to consume but would this be an adequate solution?
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #257 on: March 23, 2012, 09:21:27 am »

I have something to add for once!
We won't need to send a supply team down for atleast a week after we send them in. In that time we should be able to fabricate several small air cyclinders. We don't need large ones, just enough for a one man two way trip. I don't know how much air a person needs to consume but would this be an adequate solution?
Bags of air, air cylinders, either way basicly we need some self contianed air for supplier. Containers would weigh more than the leather though, and make the guy work harder as he moes up and down to the team. The only reason metel contianers are usually used, I believe, is because the air contained is pressurized. We don't have the equipment to pressurize air, and for carrying non-pressurazid air the leather bag, with the glue applied so it doesn't let air out, would be much lighter, and easier to make. Our forgers will be busy making the pipes, so theyh won't have time to build new metel things, but some random guys could build leather bags.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #258 on: March 23, 2012, 01:14:03 pm »

Spoiler (click to show/hide)

Over the course of the week the merchants recharge their vehicles( -50 Power) and the  armor plates of the vehicles are removed(+6 scrap).One of the vehicles even has his new armor plates attached. The scientist did their best to crate an optimal design, and it's certain it will be better then the previous one, which was just a collection of metal bits bolted on top of each other. The merchants know nothing about the local geological situation and aren't willing to give away any information on trade routes. The food shortage in the mining camp isn't resolved, since it is a chronic food shortage( Ie the camp doesn't produce enough food to feed itself) rather then an acute one.( Ie there's no food left). For now their stocks will do, but they're almost always buying food.

The scientist wanders around the perimeter, but finds no sand. Looks like the bunker was build in a rather rocky area.

The forge team manages to smelt 14 iron ores.

65 The scientist work hard, and manage to build 7 good armor  plates.  (6 per vehicle). They have some time left, so they help work on the wire drwing tools. They can't make a press yet, since they lack a powerfull engine( or an engine at all.) However, they know got enough tools to make anything not too complex.

More hose is created. Thanks to the glue it is also mostly air/water tight. +40 meter of hose.

The builders construct irrigation for 2  more plots. Thanks to the help of the others, they manage to get the last plot done.
The remainder of the people sets to work on hoose creation/ Leukrokottats processing, and manage to get  80 meters done.

Varinius works on the radio, and a basic reciever is made. The merchant answers that they don't really know any electronics producing colonies, and that the best place to get them is in one of the trading settlements. These military oriented bases focus on keeping an area around them secure, and levie tolls on all that comes through. Because of the relative safety, markets are generally located near them.

The generator is moved towards the windmill, and begins producing power, sadly the wind isn't very consistent, and isn't lowing very hard.
Other group: Arrived
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: Third 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]
« Last Edit: March 23, 2012, 01:20:36 pm by 10ebbor10 »
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #259 on: March 23, 2012, 02:10:37 pm »

Given that we now have 155 meters of house we should just use that for our air supply to the bunker. We would only need an extra 300 or so to make it to bunker and live support, compared with 450 meters of metal pipe. It is also pretty air tight with the glue applied. We will likely need more glue so some people will need to burn more bones and add acid.

Try to talk merchents into continuing the trade between us and the mining settlement in exchange for sweetening the deal, more profit goes to them is all I can think of in terms of benefits we can give to them.

Also if that doesn't work we might be able to divert some of the farmers to other tasks, given we have so much food and the traders are leaving for somewhere faraway, presumably not taking our food with them, and the place doens't have a food shortage. So we should have the farmers work on helping us getting into the bunker, or producing grain so that we can export it later and it doesn't require preservation to not spoil over a long period of time.

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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #260 on: March 23, 2012, 02:14:17 pm »

Oh, I probably should have added that the closest trading hub, ie the one the merchants are heading towards, is 2 weeks away( 1 way).
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #261 on: March 23, 2012, 04:16:41 pm »

Oh, I probably should have added that the closest trading hub, ie the one the merchants are heading towards, is 2 weeks away( 1 way).
Merchent's know if the trading hub offers good prices for food or no? Will hav eto ask them that next time If you feel you re not at liberty to answer.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #262 on: March 23, 2012, 04:18:00 pm »

Oh, I probably should have added that the closest trading hub, ie the one the merchants are heading towards, is 2 weeks away( 1 way).
Merchent's know if the trading hub offers good prices for food or no? Will hav eto ask them that next time If you feel you re not at liberty to answer.
Price vary charply. Demands on supply and demand.
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #263 on: March 23, 2012, 06:13:38 pm »

Oh, I probably should have added that the closest trading hub, ie the one the merchants are heading towards, is 2 weeks away( 1 way).
Merchent's know if the trading hub offers good prices for food or no? Will hav eto ask them that next time If you feel you re not at liberty to answer.
Price vary charply. Demands on supply and demand.
Then I say we have our farmers who just gathered the vegtables beign working on the construciton of the pipes, while the others continu growing grain. I don't see why we would send food with the traders if we are uncertain we will get a good price for it.

The other option is of course that the farmers continue farming grain and we store it until the merhcents are willing to trade between us and the mining settlement again, which is possibly never because we don't know if they will coem back although with all the deals we give them it is likely. Then we have them take it all to the mining settlement so we can buy something from them in exchange. I don't think it's really worth it as I don't see us needing that much from the mining settlement after we get into the bunker.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #264 on: March 24, 2012, 12:28:05 am »


...I don't see why we would send food with the traders if we are uncertain we will get a good price for it.

The other option is of course that the farmers continue farming grain and we store it until the merhcents are willing to trade between us and the mining settlement again, ... I don't think it's really worth it as I don't see us needing that much from the mining settlement after we get into the bunker.

Food is the only thing we have to trade at the moment.
We need: high quality magnetic materials, electric motors, gas, gas tanks, electronics, ammunition / chemicals to make ammo (primarily sulfur,  Nitric Acid) , weapons
Crossed out things: things we can make ourselves.
We have Iron magnets we can make. We have equipment to make wire. These 2 together make motors
We can make medium quality gas tanks.
If we make ammonia, we can then make nitric acid, then guncotton/nitrocelulose for powder for bullets.
(the iron catalyst for the http://en.wikipedia.org/wiki/Haber-Bosch process is all we need there, and a supply of hydrogen, or methane).


Alternatively, we could go and get our supply of http://en.wikipedia.org/wiki/Diazotroph bacteria from the bunker once it is powered, and produce ammonia directly.

Once we have biofuels running, all this is much easier, as we can electrolyse water to get hydrogen, because electricity is cheap, but fuel is expensive.

--
Re: Food based trade goods: biofuels - Now that we have the forge going, we are going to need fuel for our furnace, so i was going to turn our excess food production into liquid fuel production (which would be quite valuable, and would allow us to run the generator without worrying about running out of gas.

This was also why i wanted the trees planted ; 1 tree plot + 1 vegi plot would provide us with enough food to feed us, (we may need an occasional rotation of grain) 4 farm plots of biofuels would provide us with a high value trade good, and make us fuel independent, allowing us to continually run the furnace / other items.

I can see that we are going to run into problems with electricity, as we only have enough energy to smelt our current materials, and nothing more, unless we either get biofuels going, it turns out to become windy, or we can buy another 20 solar panels.

Even once we get the nanoFactory going, we are going to need raw resources, as the nanofactory can only modify the shape and base chemical composition of materials, so it can turn sand into glass beakers, wood into carbon fiber, etc ..., but it can't just "make a plastic chair" out of nothing (well, CO2 in the air, but it would be much quicker if made from a lump of wood).

--
This weeks work in next post.

Hmm, can we make crude motors - and trade them ...
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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.

andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #265 on: March 24, 2012, 02:49:00 am »

Tobias sits at the Entrance to the lab (he isn't moving around with that leg). In a minor ceremony, he is presented with the new radio, the first important Item we have created. He spends the week scanning for radio transmissions. He also has the oscilloscope attached, so if there is other transmissions with some weird modulation he notes them, even if he has no clue what they actually are. He also thinks about how to improve it (it is only noted as 50% done in the supplies list)

10 Builders build a 5th farm, irrigated.
16 farmers farm the farms, and if they have free time help the other farm work (replant vegies on the vegie plot) (nothing planted or harvested this week on the other 3 plots)
4 farmers plant trees on the tree plot. (apple trees, good for food, no good for wood)

5 scientists, 3 engineers, 2 builders run the furnace, with the 5 scientists aiming to learn how blacksmithing works (ie, become blacksmiths, for permanent running of the forge) (i assume engineers have a small bonus to forge operation, blacksmiths would have a large one?)
The furnace smelts 4 copper, then the rest iron.
4 copper, 4 iron go to project P
6 resources smelted for the next set of armor plates (6 engineers, 6 drivers create, fit them)
(Project P has priority if in, but we have spare plates atm)

20 scientists, 8 engineers work on project P:
10 soldiers provide man-power :)

20 soldiers (14 guns, 6 axes), 4 scientists, the merchant leader, head out. some of the (armed) soldiers do a double water run (8x75L ; 600L). The rest gather wood resources. The scientists again try to identify any high quality wood source trees, they discuss what they see with the merchant leader.

the 3 remaining civies work in the kitchen preparing food.

We separate 1 50 unit capacitor bank from our power bank.
We then split it into 5 seperate 10 unit capacitors and wire them up with a light bulb, to provide a basic lamp.
(provide 1 location light for 1 week, for 10 energy?)

--
Project P Details
Spoiler (click to show/hide)
« Last Edit: March 24, 2012, 02:58:47 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.

andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #266 on: March 24, 2012, 03:10:25 am »

OOC:
Note to self : at 1300 words, over the last 2 posts, i think i may be getting into this a bit too much, but i am enjoying reading about all sorts of things.
I've never looked into metal forging before, and have never seen a homopolar generator.

anyway, see if you can find the links to http://en.wikipedia.org/wiki/Reactive_distillation (2 clicks from http://en.wikipedia.org/wiki/Homopolar_generator )
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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 #267 on: March 24, 2012, 04:52:45 am »

Medical Supplies - 10Ebbor10 - how are we fixed for medical supplies - it must be ok, if we can research basic anti-venom, and aid a broken leg in 1 month ...


Otherwise, medical supplies could be needed, untill we can get the nano-fab going to manufacture the more complex chemicals...
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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 #268 on: March 24, 2012, 04:59:13 am »

Medical Supplies - 10Ebbor10 - how are we fixed for medical supplies - it must be ok, if we can research basic anti-venom, and aid a broken leg in 1 month ...


Otherwise, medical supplies could be needed, untill we can get the nano-fab going to manufacture the more complex chemicals...
The snakes weren't that poisonous and you got some basic futuristic first aid kits. Nothing special, but you won't die from the flu or anything.
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Mr. Palau

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #269 on: March 24, 2012, 08:43:37 am »

For project P I see it's merits but don't we already have a generator?

Here's what I think we should do with the farming while the trader's are gone, because you are right we do need more things long-term, although not much medium term.  We have the farmers who are not working and those who just gathered the vegtables plant trees, continue working the grain, and then when the grian is finished plant more trees, so during the 4 weeks the trader's are gone everyone plants trees or works on tree plot construction to insure long term food gains. Since it would be kinda useless to grow food with no one to take it to the mining settlement this will help us provide food to the mining settlement when the traders are here to take it too them. After the traders are back give them the grain we harvested over the time they were gone and have them take it to the mining settlement to trade it.  When the traders get back have the farmers switch back to grain because we now have the ability to send food to the mining settlement.

Whada'ya think?
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