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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32769 times)

SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #105 on: May 06, 2012, 08:46:43 am »

Can you answer my earlier question and also will there be infantry?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #106 on: May 06, 2012, 08:51:24 am »

If I can genetically modify existing pop. mod to their current jobs emphasize miners.
Can you answer my earlier question and also will there be infantry?
Yes. Though at a max rate of 2/turn.
Yes. At the moment you can decide to summon militia and you get a small standing army depending on your population. Other things require research.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #107 on: May 06, 2012, 08:52:49 am »

Convert both the miners unless it means new pop. won't be research in which case just convert one.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #108 on: May 06, 2012, 12:33:08 pm »

Btw, why did you choose to increase the cost of bunkers by 1 IC?

And will my industries (When researched) be able to get out more IC/Population or are you just able to produce more IC in a facility? (I was aiming for the first one actually)
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #109 on: May 06, 2012, 12:37:13 pm »

Btw, why did you choose to increase the cost of bunkers by 1 IC?

And will my industries (When researched) be able to get out more IC/Population or are you just able to produce more IC in a facility? (I was aiming for the first one actually)
Rebalancing reasons. Otherwise Weirdsound superhives were absolutely underpowered.(Same cost. But infinitively more  landuse per pop unit.)

I intended it as the second. But I'll let you have the first one. Doesn't matter that much.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #110 on: May 07, 2012, 06:43:24 pm »

I have a question, if I improve a genome will I need to modify one of the old genome or will they auto update?

(Also a bump for Mcclay)
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mcclay

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #111 on: May 07, 2012, 06:51:32 pm »

Population
do the same thing as last turn.
Construction
2 Cities
Research
Giant Animal taming
(My race uses the hides of giant animals combined with their bones and Shealter Tree wood to make their ships and uses them as a food source and sometimes war animals.)
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 3 up
« Reply #112 on: May 08, 2012, 10:35:55 am »

I have a question, if I improve a genome will I need to modify one of the old genome or will they auto update?

(Also a bump for Mcclay)
Depends on the improvement. Normally they will automatically adjust as the old die and new people are born.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #113 on: May 08, 2012, 12:09:51 pm »

Turn 4

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 fleet (click to show/hide)
Spoiler: Local system (click to show/hide)

Construction:
2 Hivecities (You only had 6 IC availble)
2 Fighters squadrons

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 1 turn, giving a +1 food bonus to aqua farms.

Domestic affairs
- Populaton growth arcelerates fast due to the abundancy of space and food supply.

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
None
Research
Arcologies V.0.1 :[2 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
Research
Domestic news
Population growth continues.

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
2 Cities

Population
2-Lighting Capitacor
2- Mines
4-Industry
2-Lab
Research
Giant animal taming: 4 turns left. (Allows the construction of a ranch. 5IC, 3 size 2 pop needed. Produces 3 food and 1IC)

Domestic affairs
Storms sweep the planet, resulting in the lightning capacitor gathering more fuel.


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 Fuel distillery

Workforce:
Mine - 3 pop
Farm - 4 pop
Industry - 4 pop

Domestic affairs:
-The population growth continues. Overpopulation causes minor unhappines.
-Astronomers have just found an unknown fleet that mysteriously appeared in system. What do you do ?
 
Leader Name: Kobcho
Race: Chryka
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:

4 IC available.
-2 IC: City

Workforce:
12 pop available.
Farms: [3/3]
Mines: [2/2]
Factory: [4/4]
Laboratory: [2/2]
Fuel Distillery: [0/4]
Observatory: [1/1] (Study Chrykav I's resources.)

Research:
Work on the blueprint  progresses. The ship was quite large however, and will need at least a medium starport to build. It also uses some rare materials in it's construction, that have only been found in traces on this planet.[3 turns left]

Other:
-Population growth slows down, but continues.
-Spectroscopic scans of Chryskav I are processed quickly. It turns out that the materials used in the aliens ship are present there, as well several other sought after resources. Sadly the planet is too hot for our species to survive. The lack of atmosphere also proves problematic.

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
6 IC available.
Bunker

Workforce
9 pop available.
Farms: [3/3]
Mines: [1/2]
Factory: [3/4]
Laboratory: [1/2]
Observatory [1/1] (Scout planet 2)

Research
Higher industry efficiency: 4 turns left. Increases max industry conversion rate to 6(6 ore to 6 IC)

Domestic affairs
Name planet 1 Telmun Prime.
Population growth picks up quickly.
Planet 2 looks habitable. It might be a bit smogged, but the temperature matches perfectly. However this dense atmosphere made scanning the surface impossible.
[/quote]
« Last Edit: May 08, 2012, 12:47:18 pm by 10ebbor10 »
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 4 up
« Reply #114 on: May 08, 2012, 12:39:21 pm »

I think you forgot to add planet 2. Which I scouted.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 4 up
« Reply #115 on: May 08, 2012, 12:43:19 pm »

I think you forgot to add planet 2. Which I scouted.
Fixing that.

Edit:Fixed
« Last Edit: May 08, 2012, 12:47:27 pm by 10ebbor10 »
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 4 up
« Reply #116 on: May 08, 2012, 01:00:34 pm »

Thanks.

How much fuel is needed to reach planet 2?

Is there any use in scouting astroidbelts?

Could I sacrifice food for anything else than population increase?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 4 up
« Reply #117 on: May 08, 2012, 01:02:33 pm »

Thanks.

How much fuel is needed to reach planet 2?

Is there any use in scouting astroidbelts?

Could I sacrifice food for anything else than population increase?
-1 fuel, One way
-They contain resources
-Increase contentment of people.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Started
« Reply #118 on: May 08, 2012, 02:10:53 pm »

Construction on Chrykav III:
5 IC available.
-5 IC: Laboratory

Workforce:
13 pop available.
Farms: [3/3]
Mines: [2/2]
Factory: [4/4]
Laboratory: [2/2]
Fuel Distillery: [1/2]
Observatory: [1/1] (Study Chrykav II's resources.)

Research:
Continue with the UFO blueprints. Decide how effective our eventual repairs of the vessel will be with only the resources we have available.

Other:
Spend 3 food encouraging growth.
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #119 on: May 08, 2012, 02:20:42 pm »

Construction:
Fuel Distillery

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

Research:
Advanced Aquaculture Basics

Speech:
Give an inspirational speech to workers building the fuel distillery to decrease the IC cost to 4
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