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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32703 times)

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #60 on: May 01, 2012, 05:24:38 am »

Make a hospital also, also modify so that in future the disease will not be effective any growth should be put into hospital manning.

make 1 farm
Hospitals don't need to be manned.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #61 on: May 01, 2012, 05:28:44 am »

Why dosent I get any population growth?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #62 on: May 01, 2012, 05:32:14 am »

Why dosent I get any population growth?
Population growth is based on a number of factors, including food availibility(Ie how much extra food you produce), unemployement, empty housing and a die roll. You can give away stockpiled food to encourage population growth.
« Last Edit: May 01, 2012, 05:42:05 am by 10ebbor10 »
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Started
« Reply #63 on: May 01, 2012, 06:07:16 am »

Do I need to mine research resources, or are they automatically used if they're present on the planet?
Can I just "send in the army" to investigate the crashed UFO, or do I need to dedicate pop/lab time to it?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Started
« Reply #64 on: May 01, 2012, 06:10:05 am »

Do I need to mine research resources, or are they automatically used if they're present on the planet?
Can I just "send in the army" to investigate the crashed UFO, or do I need to dedicate pop/lab time to it?
You need to mine them. (Using a mine) You current research doesn't need them however.
You can send in the army to retrieve the UFO, and then have your scientist analysize it.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Started
« Reply #65 on: May 01, 2012, 06:39:58 am »

Construction on Chrykav III:
3 IC available.
-2 IC: Observatory

Workforce:
10 pop available.
Farms: [3/3]
Mines: [2/2]
Factory: [3/4]
Laboratory: [2/2]
Fuel Distillery: [0/4]

Research:
Study UFO (or research a cloning center if there isn't anything worth studying).

Other:
Send in the army to claim the UFO. If there are any survivors, attempt to talk them down before engaging.
Spend 3 food encouraging growth.
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #66 on: May 01, 2012, 09:55:08 am »

Construction: 1 Mine

Workforce:
Mine 2
Farm 2
IC 4 (Or 2 if I cant send metal to the IC on the same turn I mine it)
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #67 on: May 01, 2012, 01:26:21 pm »

I 'll be unable to update till saterday. Just saying.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #68 on: May 01, 2012, 02:32:34 pm »

I'm changing research
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #69 on: May 01, 2012, 02:33:19 pm »

Construction:
Underwater Shipyard [Lower Gravity Construction (More Efficent), and Much Safer to build Starships in)

Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory
2 Pop. - Lab

Research:
Advanced Aquaculture Basics
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #70 on: May 02, 2012, 03:52:21 am »

Construct
3 IC available.
2 farms



Workforce

8 pop available.
Farms: [2/2]
Mines: [1/2]
Factory: [3/4]
Laboratory: [1/2]
Observatory [1/1]

Research
Higher industry efficiency: Will take 6 turns. Increases max industry conversion rate to 6(6 ore to 6 IC)

Domestic affairs

Study planet 1.

Spend 2 food on growth.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #71 on: May 05, 2012, 01:09:58 am »

Bump for mclay.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #72 on: May 05, 2012, 10:45:31 am »

Turn 3

Name Leader: High Fin
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Spoiler: ZelTerra (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Storage (click to show/hide)
Spoiler: Local system (click to show/hide)

Construction:
A medium underwater spaceport/Shipyard is constructed. Construction of units will require 1 extra fuel for every 3 IC spent, rounding up.

Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory
2 Pop. - Lab

Research:
Advanced Aquaculture Basics: Work here progresses and will be finished in 2 turns, giving a +1 food bonus to aqua farms.

Domestic affairs
- Populaton growth continues.
- A storm has damaged a warehouse, and resulted in the loss or destruction of several food units.

Leader: Xinchi
Race: The ageless ones
Abilities:
Genetic modification
Connected
Spoiler: Planet (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: System (click to show/hide)
Spoiler: Fleet (click to show/hide)

Building
Farm
Hospital (Cheap due to event)
Research
Arcologies V.0.1 :[5 Turns to completion] (Build cost: 10 IC, Size:2 Pop cap: 4. Farm included: [0/1] workforce [0/4 food output]) Can be upgraded later
Workforce
To the farms.
Domestic news
- Pop growth continues
- You order Plan C and E to be activated, and soon the disease is eridicated.  The Miners will be able to work again next turn.
C: Hospital system: Fund the construction of a hospital system. Due to the nature of the emergency you can get one for 5IC and 2 metal. (Size:1) Hospital system limits disease spreading.
E: Modify genes. (This ensures the new generation is immune.)

Name leader: Mcclay
Race: Voltounians
Abilities:
Energy beings (1 fuel=2 food)
Flying  (+1 to suprise attacks/retreats)
Spoiler: Voltoun (click to show/hide)

Spoiler: Buildings (click to show/hide)
Spoiler: Store room (click to show/hide)
Spoiler: Local system (click to show/hide)

Construction
None

Population
2-Lighting Capitacor
2- Mines
4-Industry

Research
Giant animal taming: 5 turns left. Also animal taming is a bit broad. Do you want them as war animals or food source? (Specifying is required)

Domestic affairs
Population grows.


Name Leader: High Queen Kalerria
Race: Vespara
Abilties:
Amphibous
Superhives
Spoiler: Arthropoda (click to show/hide)

Spoiler: Buildings (click to show/hide)
Spoiler: Storage (click to show/hide)
 
Spoiler: Local sector (click to show/hide)

Construction:
1 Mine

Workforce:
Mine - 2 pop
Farm - 2 pop
Industry - 4 pop

Domestic affairs:
The population is growing.

Leader Name: Kobcho
Race: Chrykav
Abilities:
Living rock
Metamorphose
Spoiler: Chrykav III (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Store rooms (click to show/hide)

Construction on Chrykav III:

3 IC available.
-2 IC: Observatory

Workforce:
10 pop available.
Farms: [3/3]
Mines: [2/2]
Factory: [3/4]
Laboratory: [2/2]
Fuel Distillery: [0/4]

Research:
Quite a lot is learned from the ship. The scientist find out what parts are which, except for one strange part in the middle of the ship. They are prety sure they could fix it up and see what it does though. They can also try to make a blueprint of the ship, or to repair it.

Other:
There was no sign of live near the craft. Though heavily damaged the army managed to bring it back.
Population booms, growing with nearly 20%.


Name Leader: Sorgarth
Race:  Magnologers
Abilties:Bunkers
Great engineers
Spoiler: Thorcas (click to show/hide)
Spoiler: Buildings (click to show/hide)

Spoiler: Storage (click to show/hide)
Spoiler: Fleet (click to show/hide)

Spoiler: Rest of the system (click to show/hide)

Construct
3 IC available.
2 farms


Workforce

8 pop available.
Farms: [2/2]
Mines: [1/2]
Factory: [3/4]
Laboratory: [1/2]
Observatory [1/1] (Scout solar system)

Research
Higher industry efficiency: 5 turns left. Increases max industry conversion rate to 6(6 ore to 6 IC)

Domestic affairs
Planet 1 is a small Mercurian planet whitout atmosphere. It's only benefit would be the production of fuel from solarwinds and solar power.
The population grows steadily.
« Last Edit: May 05, 2012, 01:20:48 pm by 10ebbor10 »
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #73 on: May 05, 2012, 10:47:02 am »

Wouldn't more of my planet be flooded since its 99% water?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 2 up
« Reply #74 on: May 05, 2012, 10:50:36 am »

Wouldn't more of my planet be flooded since its 99% water?
I tried to fit it into the mechanics. I'll see what I can change.

Idea. Reefs and such grow under water, and should be considered flooded terrain. Modifying that.

Edit: Now 75% of your planet is flooded. The system doesn't allow for much more. (And I really don't want to break it, atmospheric levels are important for terraforming later). You can see the remaining land area as places that are flooded only so often, or are to shallow to build water structures in.
« Last Edit: May 05, 2012, 10:52:59 am by 10ebbor10 »
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