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Poll 12: Should I continue this LP?

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Author Topic: Lets Play: Star Trek TNG Birth of the Federation: Turns 173-175 *WE'RE BACK*  (Read 58455 times)

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Intro and Turn 1
« Reply #15 on: April 16, 2012, 06:48:21 am »

The Adams A and our first colony are yours.

In the short term I'll be using the Adams to help us explore systems within its range. After that you can pick where we colonize (you can specify how many, and which, planets we terraform if you want to be super involved).

After that the first 40 turns or so of the colony's life will be dedicated to not being small. Colonized planets start with 11 population and just 2 type 1 farms until we are able to unlock type 2 colony ships (in about 120 turns). It'll probably be quite a while before we consider specialization. After that it depends primarily on the bonuses in the system and max population. Systems often have maximums in the 100-200 range, and you can't reasonably call 6 farms and 8 factories a "major shipyard". We'll cross that bridge when we come to it.

When we have some systems to see I'll post a "for reals" blurb describing what makes one system better than another in terms of colonization. Of course, eventually it won't matter because we'll be colonizing every system we can get our grubby little hands on (and a few we can't).

Edit: I'll do the next few turns after work today. Is everyone ok with this posting frequency? Depending on what's going on in the game each turn post will span a different amount of turns in-game. But I'm shooting for doing an update every 2-4 days real-time. Do you want faster or slower or is this good?
« Last Edit: April 16, 2012, 07:28:34 am by ivanthe8th »
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ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #16 on: April 16, 2012, 08:38:58 pm »

Turn 1 (after we've assigned things to happen)

Now is the time for a new beginning. Finally we will leave our own solar system for the first time and explore the space around our home. The Martynov has identified 2 solar systems within one sector of Sol, and sensors show no alien ships as yet. The absence of potentially hostile alien ships and our own thirst for knowledge has led us to send the Adams in a different direction than the Martynov. Together they will look for potential colonies, before the Martynov heads off into deep space to look for alien cultures.

We've taken the dilithium refinery offline to allow those workers to move into the universities, as well as pulled a few farmers in from the fields. Now our research structures are fully operational, and we've tasked them with researching biotechnology full-time. We'll move on to other areas of study later.

Finally, our industrial capacity is woefully small, so I've ordered the purchase of additional factories.

Turn 2

Aliens!
Spoiler (click to show/hide)
The Mintakans are still in the bronze age technologically, but since we have absolutely no regard for the natural development of alien cultures then we're certainly happy to thrust them into the space age with diplomatic overtures and trade. They're reasonably open to us diplomatically, so hopefully a trade agreement should be easy to agree on. We've already sent them a missive.

Turn 3

They Martynov identified a nearby neutron star, and we bought another factory. We're continuing to explore while we wait for a reply from the Mintakans.

Turn 4

Success!
Spoiler (click to show/hide)
The Mintakans have agreed to a friendship treaty. This will allow us to establish trade routes with their homeworld. Or rather, trade route, we can only send one trade route to any given alien system. At the moment Sol only has the population to support a single trade route, so this is adequate.

Gameplay: The Diplomacy Screen
Spoiler (click to show/hide)
Turn 5

Finally we've made some measurable technological progress! Now we can upgrade our automated farms and reach our maximum population. There was a little excess research done this year(??) fuck-it turn, so we poured it into propulsion research.
Spoiler (click to show/hide)
We've completed our survey of the immediate area, and apparently there's only one uninhabited system within range of the Adams. With the approval of admiral Jarod Cain we'll begin terraforming operations immediately.
Spoiler (click to show/hide)
The Martynov is now being sent into the unknown. Hopefully other nearby aliens are as friendly as the Mintakans.

Finally, an update on our own production.
We've spent the last 4 turns purchasing mass replicators, bringing our total to 11. I'm planning on spending most of our treasury on immediately upgrading our automated farms. That will allow us to get to our maximum population while keeping up with the construction of more factories.
Spoiler (click to show/hide)

For Reals
Spoiler (click to show/hide)
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EuchreJack

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #17 on: April 16, 2012, 09:28:14 pm »

What are the win conditions?  Do we have to ally or kill everyone, or can the Federation and/or other factions do other things to win?

I'd imagine the Ferrengi would consider "winning" as controlling all trade and wealth, not outright conquest.

Nice LP so far, keep it up!  Dwarf me as a starbase commander, that should net me decent prestige with no work!

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #18 on: April 16, 2012, 09:47:32 pm »

What are the win conditions?  Do we have to ally or kill everyone, or can the Federation and/or other factions do other things to win?

I'd imagine the Ferrengi would consider "winning" as controlling all trade and wealth, not outright conquest.

Nice LP so far, keep it up!  Dwarf me as a starbase commander, that should net me decent prestige with no work!

It's conquest across the board. No matter who you're playing as, the goal is to kill people.

You can have joint victory if you make an alliance with another major race. But frankly in my own games I go for genocide of anyone unwilling (or hardcoded by the game to be unable) to join me.
Spoiler (click to show/hide)
The game does come with a "vendetta" option. In this case you have 2 mortal enemies who come pre-packaged to hate you upon first contact. Then you win once you kill them.

Occasionally I have the other major races concede defeat to me. I think it happens when you control like 80% of all the useful real estate in the galaxy. At that point I typically laugh at them, refuse, and continue glassing their homeworld.

Also I'll keep you in mind for our outposts/starbases. FYI, they don't do anything except extend the range of our ships (I'll explain in greater detail later). And since I'm just making executive decisions regarding battles (plus, starbases have only 2 options in battles "attack" and "hail") rather than accepting input on tactical decisions, then you're asking me to put your name on a paperweight. If you want that, have at it.

Edit: changed to reduce the MPAA rating. Question: How do you feel about "colorful metaphors"? Yes that was a Star Trek IV reference.
« Last Edit: April 16, 2012, 10:00:46 pm by ivanthe8th »
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This quote right here is the essence of DF.

Neonivek

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #19 on: April 16, 2012, 09:59:52 pm »

Spoiler (click to show/hide)

What is sad is that is probably very accurate given the show.
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ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #20 on: April 16, 2012, 10:09:05 pm »

Yeah, the way the game codifies the morale impact of different actions causes some unusual situations.

You get a -5 hit to morale empire-wide every 3 or 4 turns you bombard a system (as Federation).
You get a -10 hit for subjugating the system, plus the system itself is constantly in a state of unhappiness because the Federation have no buildings to manage unruly systems.

But you get a +3 bonus for colonization.

Not to mention that empire-wide boosts like winning battles will more than compensate for your -5 every so often, so at worst you break even by bombarding systems morale-wise.

Plus there's very few things more disconcerting than seeing a group of colony ships accompanying the invading fleet, rather than troop transports.
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mainiac

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #21 on: April 16, 2012, 11:54:58 pm »

You should really send the colony ships in the second wave.  The slaughterhouse doesn't force the cows to see the sausage factory.
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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Jarod Cain

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #22 on: April 17, 2012, 12:53:07 am »

Quote
With the approval of admiral Jarod Cain we'll begin terraforming operations immediately.
Sounds good to me. From the looks of things, unless you object, I say we colonize the O class planet initially and expand into the other two planets at a later date. Essentially giving us a chance to develop the system's population first before stabilizing its energy production with the other two planets.
-J-
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ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #23 on: April 17, 2012, 07:28:39 am »

Quote
With the approval of admiral Jarod Cain we'll begin terraforming operations immediately.
Sounds good to me. From the looks of things, unless you object, I say we colonize the O class planet initially and expand into the other two planets at a later date. Essentially giving us a chance to develop the system's population first before stabilizing its energy production with the other two planets.
-J-

My thoughts exactly. The O-class planet only contributes 40 to our maximum population because it's so tiny. But the Adams will be able to complete terraforming operations in only 2 turns. That will be enough to get us off the ground. I've got plans for another colony ship in the (sort of) near future, and it should get built before we're too close to 40 population. The primary job of this new colony ship will be to terraform the other 2 planets in Malurian, then move on to the Mintaka system. They're bound to join us eventually and we might as well get a head start terraforming their system.
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RedKing

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #24 on: April 17, 2012, 08:48:58 am »

You should really send the colony ships in the second wave.  The slaughterhouse doesn't force the cows to see the sausage factory.
That's the fun part with the Klingons and their armed transports...the colony ships can *be* your first wave.


From what I recall, the Federation will typically start off "Neutral" or "Receptive" with most races (peaceful races like the Mintakans will tend to be Receptive), but will start off in a weak diplomatic position with aggressive races like the Chalnoth and Sheliak. Also, it should be noted that there are two minor races (the Anticans and the Selay) which absolutely hate each other, and getting good relations with one makes it incredibly difficult to get good relations with the other. They both give the same bonus (+50% defense building), so it comes down to strategic position and/or whether you prefer lizard people or dog people.
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mainiac

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #25 on: April 17, 2012, 09:02:40 am »

I for one welcome our new reptilian underlings.
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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RedKing

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #26 on: April 17, 2012, 09:26:07 am »

Of course, that isn't a problem if you take the Klingon route and just conquer both of them.

Also, I love the fluff text about the Federation making sure the Mintakans are "protected from alien influence". Considering that we almost immediately set up a trade route to bring them off-world goods and move them towards becoming members of the Federation. The Federation Council is such a bunch of hypocritical pricks.  :P
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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #27 on: April 17, 2012, 09:43:52 am »

Maybe my version of BOTF has a bug, but I've never had any diplomatic issues when I'm making friends with the Anticans and the Selay at the same time. You do get a big friendship boost from one if you declare war on the other, but otherwise they act just like any other minor race in my experience.

Also the Sheliak are jerks. Most spacefaring minor races just ignore you if they don't like you. (Aside from killing any ships you send into their system, but that's easy enough to avoid.) The Sheliak actively declare war, then proceed to sit in their home system for 100 turns doing nothing while your population complains that you're at war. You only get morale bonuses from wars if it's a major race and they declare war on you. (As Federation, of course. Klingons celebrate regardless of who declared the war and complain when you make a peace agreement.)
« Last Edit: April 17, 2012, 09:48:53 am by ivanthe8th »
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This quote right here is the essence of DF.

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #28 on: April 18, 2012, 01:04:45 pm »

Going to post more turns tonight. How are people feeling about the posting frequency? At this point it's taking me longer to write the posts than to play them, so I can go faster. But I also want it to be slow enough for people to contribute as we go.

New poll to reflect this, seeing as nothing important is going on gameplay-wise.
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You do remember that you've been farming gigantic wingless dragon-fish for profit and Fun, right?
This quote right here is the essence of DF.

mainiac

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #29 on: April 18, 2012, 03:53:11 pm »

Personally I just want to watch, not input.
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Ancient Babylonian god of RAEG
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.
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