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Poll 12: Should I continue this LP?

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No

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Author Topic: Lets Play: Star Trek TNG Birth of the Federation: Turns 173-175 *WE'RE BACK*  (Read 58468 times)

Sirus

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 1-5
« Reply #30 on: April 18, 2012, 08:18:19 pm »

Update at your pace. If you have certain days and times when you can crank out a few turns, make a schedule. Do not treat it like gospel, however. Chances are you'll burn out at some point or be too busy to make it. These things happen, and it is important that you're not kicking yourself over it. If you have to force yourself to play a game for updates, you aren't gonna enjoy it as much.
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ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 6-12
« Reply #31 on: April 18, 2012, 08:32:29 pm »

Turn 6

We've sent the Adams to Malurian and ordered it to begin terraforming Malurian II. The Martynov has been sent into deep space. No new systems as yet.

Back at Sol, the farm upgrade is complete. We're now planning on building 6 more factories. This should be able to employ our whole population once we reach maximum. Thankfully the 11 we have is enough to build new type 1 factories in a single turn, so we can begin saving credits again.

Turn 7
Spoiler (click to show/hide)
By chance Sol is relatively close to the edge of the galaxy, and by chance the Martynov was sent in that direction. In the short term this is making our scouting sub-optimal. But in the long term it will help our overall strategic position to not be worried about that flank.

On the other hand we might get a visit from the Borg from that direction and die...

Gameplay: Terraforming
Spoiler (click to show/hide)
Turn 8

We've finally completed our propulsion research. Now the Martynov will be able to scout a little further from Sol. Hopefully it will pay off. The excess research has been allocated to construction.
Spoiler (click to show/hide)
Turn 9

"Our journey ends in a new beginning." That's what the computerized voice says every time we make a new colony.
Spoiler (click to show/hide)
The USS Adams A is no more, admiral Jarod Cain has been transferred to Malurian II to serve as governor of the system. (You can request a new fleet later if you like.)
Spoiler (click to show/hide)
Unfortunately the Adams has left the colonists jack-all in terms of infrastructure. We'll be building some factories to get the system on its feet.

Turn 10
We've explored a new system, Durenia. One P-class (polar), one G-class (desert), and one Y-class (volcanic) planet bring this system to a maximum population of 150, and the desert planet offers a +75% energy bonus. Altogether an uninteresting system, but it's nearby so we'll slate it for colonization once we expand the range of our colony ships. The Martynov has also identified another system for exploration.

Malurian is growing slowly, probably 1 population per turn for the rest of its life. We're building a factory, but we'll be able to staff it before it gets completed. I'm planning on purchasing it when we reach 19 population. (Working on it slowly now will reduce the buy cost when the time comes, so we might as well  have it in the queue.)

Turn 11

We've encountered some more friendly aliens. Trade negotiations are already underway.
Spoiler (click to show/hide)
Gameplay: Minor Races
Spoiler (click to show/hide)
Turn 12
Our research in the area of construction has paid off.
Spoiler (click to show/hide)
With good management we are expecting another breakthrough in energy research next turn.

We're still waiting on the Bolians, just this turn Sol gained enough population to support a second trade route. Hopefully we can put it to use immediately.

Speaking of Sol, I've ordered the construction of one more mass replicator before we begin upgrading. This will bring us to a total of 18. Malurian is still growing slowly, there isn't much to say about it until it gets bigger.

Finally, we've found one more uninhabited system.
Spoiler (click to show/hide)
Benecia is hardly more interesting than Durenia. But since it's further away from Sol we aren't likely to need to care about it anytime soon.
This is the extent of our exploration for now. We can always hope that the next system holds something interesting for us.

For Reals
Spoiler (click to show/hide)
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ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 6-12
« Reply #32 on: April 18, 2012, 08:40:08 pm »

Thanks Sirus,

I'm just trying to strike a balance between "slow enough that people have a chance to participate" and "fast enough people don't forget what's going on between turns". So far it's been every 2 days, and I'll try to stick to that.

Honestly, I've been itching to post faster, which is why I made the poll to begin with. Playing solo I can get 12 turns done in less than half an hour.

Even so, I'll keep your advice in mind. And if I feel like I'm beginning to tire of the game I'll make a post to that effect.
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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.

EuchreJack

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 6-12
« Reply #33 on: April 18, 2012, 11:32:42 pm »

I wouldn't be afraid of posting too fast, just give people the chance to make a decision whenever you're done.

So far, there doesn't seem to be much for us to decide, so no worries.  Generally, as long as you're receptive, you can go whatever speed you wish.

And if you can't follow the audience's advice for whatever reason, that's ok too.  Explanations are always appreciated, but not necessary.

Thank you for the LP, and remember that this is a gift you're making to the community, and we'll be grateful for whatever you provide.   Honestly, I've never heard of this game, so I'm quite excited just to see it in action.

And yeah, paperweight starbase for now.  But an important paperweight!  Everyone should give praises for the EuchreJack starbase, which allows our ships to "Boldy go where no one has gone before!"   :P

Jarod Cain

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 6-12
« Reply #34 on: April 19, 2012, 12:11:53 am »

Take things at whatever pace you feel is good man, interesting startup so far. Knowing where we are in a galactic sense is always good and finding this out now can only help focus our expansion. Shame that we really haven't hit a garden system yet.
-J-
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mainiac

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 6-12
« Reply #35 on: April 19, 2012, 09:34:34 am »

Everyone should give praises for the EuchreJack starbase, which allows our ships to "Boldy go where no one has gone before!"   :P

And allows our station crew to "Boldly remain where several were already at!" :P
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ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 6-12
« Reply #36 on: April 20, 2012, 08:02:37 pm »

Originally this post was to tell people I was starting to play and would post soon. That's defunct now, so I'll use it to announce a new poll.

When I play I use a lot of metagame knowledge to my advantage. This makes me do things that are rather out-of-character for my empire. Would you like me to play my normal style or keep strictly to in-universe knowledge?


* * *

Regarding Poll 2, I'll stick to every other day. There were only 5 votes but it was fairly evenly split between "take your time" and "post daily". I'll make an announcement if I change posting frequency.
« Last Edit: April 20, 2012, 09:36:24 pm by ivanthe8th »
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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.

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 13-20
« Reply #37 on: April 20, 2012, 09:21:24 pm »

Turn 13

Something interesting indeed. The system on the Martynov's scanners is inhabited by the Betazoids. They are telepathic and extremely friendly, they must have read our benevolent intentions during first contact. Their telepathy could be a huge asset in internal security, plus their system is quite large.
Spoiler (click to show/hide)
Also, we made a breakthrough in energy research just as expected. Together with our recent advances in construction and propulsion we can now construct a dedicated warship: the Miranda class destroyer.
Spoiler (click to show/hide)
Back on the diplomatic front, the Bolians accepted our trade agreement. We may hold off trading with them to speed relations with the Betazoids.

On Sol we've finally ordered the upgrading of our mass replicators. This will take a quite a while to complete.
Spoiler (click to show/hide)
Turn 14

The Martynov scouted the Zadar system. Another uninteresting collection of barren and desert planets.

Turn 15

More news on the diplomatic front! We've encountered the Selay. The seem to have a great dislike for a race called the Anticans. Perhaps we'll meet them one day. One wonders why they would be so upset at these people when they have no ships with which to visit them? The Selay are neutral toward us, an unusual quality considering the other species we've encountered, but it had to be expected. It can't hurt to ask them to be friends can it? Also the Betazoids have accepted our offer of friendship. Let the trading begin!
Spoiler (click to show/hide)
Turn 16

More success with our research, advances in computers will allow us to build a scanner array. We don't have any neighbors right now, but it has to be better than sitting blind in space while the Martynov is away.
Spoiler (click to show/hide)
Next it's on to weapons research and upgrading our universities.

Also, the Martynov scouted the Catullan system. Yet another uninteresting group of rocks spinning around a star. However this uninteresting group of rocks has dilithium, which makes it somewhat more valuable.

Turn 17

We had a close encounter of the "this is a video game" kind! The Martynov has detected an alien craft. Officially we don't know who or what the ship might be. But through the magic of tooltips we can see that our nearest galactic neighbors are the Ferengi.
Spoiler (click to show/hide)

I've also included as much of the newly discovered galaxy as possible in this shot to give you an idea of where our exploration has taken us.

This has been an eventful turn. The Selay turned down our offer, but perhaps they will accept a "different but functionally identical" treaty this time around. Malurian has finally reached 19 population, so we're shelling out 70 credits to speed up the completion of their first factory.

Finally, we won't be sending the Martynov on a journey of diplomacy to the Ferengi quite yet. Scans indicated no stars in that direction, and at the moment new colonies or potential member races are much more important. We'll get to the Ferengi soon enough.

Turn 18

We've queued up another factory and a farm in Malurian. Now that we have an actual factory the construction of these buildings will proceed much faster. Strictly speaking the extra farm is unnecessary, as we can't staff it. But with nothing better to do we're being a little forward-thinking.

Sirus has been quite content lately. He made first contact lately. He found a new system recently. He has not visited his home in far too long. He saw an alien ship recently. He saw a nebula today.

Turn 19

Our trading with the Mintakans has paid off. They made us an offer of military affiliation. There's no practical change to our relationship, but it's nice to hear that we're making a good impression. Naturally we've accepted. Our relationship status with the Betazoids is even better than the Mintakans... I wonder if they would be willing to accept an affiliation treaty?

Speaking of treaties. The Selay said no again. I guess we'll need to wait a bit and bribe them later.

Finally, the Martynov identified another system, but this time scanners in the system are being disrupted. We can't be sure the system doesn't contain something nasty, let's try our luck anyway, shall we?

Turn 20

Well our luck held. The Martynov isn't dead, in fact admiral Sirus has a fourth first contact under his belt.
Spoiler (click to show/hide)
The bad news is that apparently they've already met the Ferengi. They tell us they've already signed a friendship treaty. Perhaps they'll accept one from us as well. But since we have to keep our two trade routes focused on the Mintakans and the Betazoids, it's unlikely we'll be able to woo them before they join the Ferengi.

At least we can bribe them later.

We'll be sending the Martynov back towards the galactic edge for the sake of thorough scouting. Then back to what will undoubtedly be a hotly contested border.

For reals
Spoiler (click to show/hide)
« Last Edit: April 21, 2012, 08:58:54 am by ivanthe8th »
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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.

EuchreJack

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 13-20
« Reply #38 on: April 21, 2012, 06:39:24 pm »

I might suggest having our scout ship continue expanding our influence outward, and have some other ship do the backwoods scouting (such as our upcoming destroyer).  We don't want to lose more minor races to our Evil Major Opponents in the short term, even if we know they can be persuaded our way in the late future.

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 13-20
« Reply #39 on: April 21, 2012, 06:58:14 pm »

The Martynov is limited by our maximum range. It can't go any further than the red line. As a rule, the area you can send your scout ships to is significantly larger than your true area of influence. Any warship, including destroyers, is limited to the medium range. That's barely any space at the moment, and we can neither colonize nor assert our authority outside that region of space. The most we can do is conduct diplomatic relations with species we've met farther from home. It doesn't do us any real good to keep the Martynov near the Ferengi border because the Martynov can't move any further towards their space.

On the other hand we might find more minor races we can interact with if we keep looking. Even though there's a smaller chance of stars near the galactic edge there's still a small chance. Once all the space in our maximum range has at least been scouted then we can send the Martynov back to the border for patrol duty.


I'm not trying to shoot you down EuchreJack. I agree that we should meet all the minor races the Ferengi are meeting. Unfortunately we physically can't do that until we expand the maximum range of the Martynov. So until then we might as well continue scouting. Also destroyers are expensive and don't help us get new colonies. Since both a destroyer and a colony ship are restricted to the same space, we can do the "scouting" with the colony ship once it's done terraforming Malurian.
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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.

EuchreJack

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 13-20
« Reply #40 on: April 21, 2012, 11:31:13 pm »

Yeah, I forgot about maximum range, so that all makes sense...

...And bring up why the EuchreJack Starbase is vital to our continued development!   ;D

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 21-31
« Reply #41 on: April 21, 2012, 11:44:42 pm »

I had a chance to play some today, and I might not be able to tomorrow. So here's an early update.

Turn 21

Our diplomatic and research efforts continue to be successful. The Betazoids consented to an affiliation treaty and we successfully completed our weapons research. Hopefully the Bandi will accept our friendship treaty, though if they ever sign an affiliation with the Ferengi they'll simply terminate it.
Spoiler (click to show/hide)
We've invested enough industry and saved enough credits to purchase the remainder of our factory upgrade. It's a big hit on our small economy, but the benefits will be well worth it. Next we'll be buying upgraded universities.

The completion of Weapons 3 brings our technology to level 2 across the board. Here's a preview of what we can get from future research:
Spoiler (click to show/hide)
Turn 22

The Bandi refused our offer, but probably because they just signed an affiliation with the Ferengi. Looks like we won't be drawing much closer any time soon. Also it looks like we won't be able to afford our university upgrade in a cost efficient manner. We're spending 2 turns working on our plasma reactors instead to make better use of time.

Turn 23

No events, nothing new on the Martynov's scanners.

Turn 24

The reactor upgrade has allowed us to produce enough energy to reactivate our dilithium refinery without moving workers off the factories. Once we're done with the university upgrade we can now start work on another colony ship.

Turn 25

We officially placed the order for upgraded universities. The new colony ship should be completing right about the time we complete our biotech research.

Relations with the Mintakans and Betazoids continue to improve, we should be signing membership treaties with both of them at about the same time. When that will be we can't be sure.

Turn 26

Things are developing nicely in Sol. The databank upgrade can wait until we've at least met another major race formally, and the subspace scanner can be built at a convenient time. Thankfully our factories can produce colony ships much faster now. We'll build just one for now.
Spoiler (click to show/hide)
Turn 27

According to the Martynov there is officially nothing interesting in the corner of the galaxy map. Now we'll send it back to the Ferengi border.
Spoiler (click to show/hide)
Gameplay: Exploration
Spoiler (click to show/hide)
Turn 28

No new events. Malurian reached 30 population, so we should be just scraping it's current maximum when the new colony ship finishes terraforming another planet.

Turn 29 - 30

No new events.

Turn 31

It never rains but it pours it would appear. To start the turn we've completed our research in the area of Biotech.
Spoiler (click to show/hide)
The next useful upgrade would be computers, but since construction upgrades take so long I'd like to start work in that area of research as soon as possible.

On Sol, we've completed the construction of a new colony ship, the USS Rica A. It's being sent to Malurian to begin terraforming, but the admiralship is available. Sol has begun upgrading it's farms in response to the new research development.

Malurian will be at around 36 population when the Rica completes terraforming of the next planet, so population growth should not slow down at all. Conveniently the next automated farm will be finished shortly afterward.

Here is an image of the current galaxy map. There's nothing new to report regarding exploration now that the Martynov has at least scanned all the sectors within its range. Still, it's useful for some perspective on where things are. I've highlighted the Bolarus system in this shot, I don't think I've shown it before either.
Spoiler (click to show/hide)
For Reals
Spoiler (click to show/hide)
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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.

Sirus

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 21-31
« Reply #42 on: April 21, 2012, 11:57:42 pm »

Quote
With the approval of admiral Sirus I will order the Martynov to comb every sector it can reach, starting with the border. While we won't officially meet anything new, it may provide valuable intelligence later on.
Approval granted. What better use of a scouting vessel than checking for hostiles or lucrative treasures near the border?
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

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EuchreJack

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 21-31
« Reply #43 on: April 22, 2012, 02:38:02 am »

Outpost, starbase, shipyard, whatever!  Just name the first thingy you have after me!

You hear a muttering from the cosmos: "Ego weakening, need more glory..."

Actually, don't we have a colonizable system further out than Betazed?  If so, maybe we should colonize that...

..And if this is a reasonable course of action, I'll command the colonization ship personally.

ivanthe8th

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Re: Lets Play: Star Trek TNG Birth of the Federation: Turns 21-31
« Reply #44 on: April 22, 2012, 09:06:17 am »

Spoiler (click to show/hide)
This is the local neighborhood. Completing propulsion research will put Durenia and Catullan within range of our colony ships.

Building a shipyard in Betazed will practically double the range of the Martynov in that direction, plus allow our colony ships to reach Benecia, Zadar, Bolarus, and Selay, plus any nearby stars we didn't scout yet past Betazed. It will be an exciting time.

Gameplay: Ship Range

I might as well explain this in detail before we move much further.
Spoiler (click to show/hide)
Right now it's impractical to build a troop transport and an outpost for two reasons. First, the transport will take at least 4 turns to build in Sol. Second, since its range is so short at the moment, the new "ring" it provides would have a reduced marginal impact on our total range due to current range restrictions (troop transports are limited to medium range). After we research propulsion 3 it will be more worthwhile in that regard, plus we may have some build time for it.

* * *

Meanwhile the Rica is yours! If it's all right we'll first use it to terraform the planets in Malurian and Mintaka. But after that you can pick whether we move on to Durenia or Catullan.
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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.
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