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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32723 times)

Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 8 up
« Reply #195 on: May 18, 2012, 12:12:34 pm »

Also, there is no observatory on my buildings list. Might want to add that unless you want to give me a free point or two of space on my planet :)
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 8 up
« Reply #196 on: May 18, 2012, 12:16:43 pm »

Also, there is no observatory on my buildings list. Might want to add that unless you want to give me a free point or two of space on my planet :)
Fixed. That should be all the errors.
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #197 on: May 18, 2012, 03:46:49 pm »

Construction:
None

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

Research:
Improved Factories

Other Things:
Continue research of quarantined plague
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 8 up
« Reply #198 on: May 20, 2012, 03:45:50 am »

I still need EvilMahardja's turn, and then I have them all I think.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 8 up
« Reply #199 on: May 20, 2012, 05:35:57 am »

Construction:
1 bunker
1 mine
1 farm

Population:
12 pop available.
Farms: [4/4]
Mines: [3/3]
Factory: [2/4]
Factory 2: [0/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [0/2]

Research: Higher bunker facility. Make every bunker house more people.[2 turns left] Allows you to upgrade bunkers to advanced bunkers. (+1 person for 2 IC)


Other:
Spend 4 food on population growth.
Ask them to stay for a while so we can help them repair the ships fully.
Trade up to 8 IC and 3 metal for jump drive and infantry weaponry.
« Last Edit: May 20, 2012, 05:42:04 am by Evil Marahadja »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #200 on: May 20, 2012, 08:08:27 am »

Turn 9

Name Leader: High Fin
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Spoiler: Buildings (click to show/hide)
Spoiler: Storage (click to show/hide)
Spoiler: Local fleet (click to show/hide)
[spoiler:Research]
-Advanced Aquaculture basics: Gives a +1 food bonus to aqua farms
-Solar Powered fighter engines: [Fighters don't use fuel when fighting]
-High industry efficiency
[/spoiler]
Spoiler: Local system (click to show/hide)

Construction:

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

Research:
Higher industry efficiency: [2 turns left]

Domestic affairs
The scientists have no idea what to do with the plagued food. Should they make it edible, turn it into a weapon?
Population levels grow again.
The people is urging you to launch the scout fleet.

Leader: Xinchi
Race: The ageless ones
Abilities:
Genetic modification
Connected
Spoiler: Planet (75% Happines) (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Research (click to show/hide)
Spoiler: System (click to show/hide)
Spoiler: Fleet (click to show/hide)

Building
City to arco

Research
Improved Metal Mining:[4 Turn. Increase mine output by 25%.(Rounded down)] PAUSED
Rare metal properties: 1 turns
Workforce

Domestic news


Name Leader: High Queen Kalerria
Race: Vespara
Abilties:
Amphibous
Superhives

Spoiler: Buildings (click to show/hide)
Spoiler: Storage (click to show/hide)
Spoiler: Research (click to show/hide)
 
Spoiler: Fleet (click to show/hide)
Spoiler: Local sector (click to show/hide)
Construction:
Superhive Upgrade ( You already upgraded all your hives. I'm just going to assume you've build a new one.

Workforce:
4 in farms
3 in mines
4 in industry
2 in the labs (Same Research)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)
2 extra kept busy with milatary drills down at the currently unused Spaceport

Research:
[Suspended animation: 1 turns left. Allows the usage of cryosystems in ships and on planets. Frozen pop units don't consume food.]

Exploration:
Scout Ship: Scan the other rocky planet in the system, fueling up if needed.

Other:
-Start bombarding population with pro-Suspended animation propaganda. This is infact, not really succesfull and several anti suspension organizations start up, protesting against the governement and other thingies. They also start blaming you for other things, like the recent fire.
-Engineers have discovered that Arthropodas raw mineral deposists are larger then expected, doubling mining outcome.( I seemed to have made a mistake there in the past).
-The 2 pop units doing drills could be used as 10 battalions/ regiments/....  of ground soldiers.


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

Construction on Chryskav III:
7 IC available

Workforce:
12 pop available.
Farms: [3/4]
Mines: [2/3]
Factory: [2/4]
Laboratory: [4/4]
Fuel Distillery: [0/2]
Observatory: [1/1] (Planet V)

Research:
1 lab finishes researching cloning centers.
1 lab begins researching large-scale entertainment facilities.[5 turns left. What kind of entertainment, gladiator style, movie thingies, theather, educationall...]

Other:
Population grows.
The infestation worsens. You're pretty sure the people are no longer rescueable, so you gather the planetary militia, planning to eleminate all the parasites. After only a week, your forces have been completly mobilized. You have 13 militia battalions, all waiting for your signal to attack. Scouts are reporting that there seem to be about 10 groups of enemies, all somewhere around the distillery. Your generals gather and you begin to discuss the plan of attack. (Or you could just outfit your militia with weaponry and such). If you decide to attack your generals have drawn up several plans of attack, though you don't have to follow them.
A. Land attack from all directions: Overwhelm and kill
B. Open the perimeter, lure them into a trap
C. Attack from beneath, ie the Tunnel.
Combat is resolved over PM.

Name Leader: Sorgarth
Race:  Magnologers
Abilties:Bunkers
Great engineers
Spoiler: Thorcas(82% Happines) (click to show/hide)
Spoiler: Buildings (click to show/hide)

Spoiler: Storage (click to show/hide)
Spoiler: Fleet and army (click to show/hide)
Spoiler: Research (click to show/hide)
Spoiler: Rest of the system (click to show/hide)

Construction:
1 bunker
1 mine[Canceled: No space left. Suggested course of action: Drain useless oceans(Terraforming)]
1 farm [Canceled:]

Population:
12 pop available.
Farms: [4/4]
Mines: [3/3]
Factory: [2/4]
Factory 2: [0/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [0/2]

Research: Higher bunker facility. Make every bunker house more people.[1 turns left] Allows you to upgrade bunkers to advanced bunkers. (+1 person for 2 IC)

Other:
Minor population growth.
Unfortunately, they decline the request and want to depart soon. They'll depart Next turn, when their repairs are complete.
Trade up to 8 IC and 3 metal for jump drive and infantry weaponry. The trade is succesfull, they give you a working jumpdrive and the blueprints and an assortiment of laser blasters and some heavier weaponry. They also offer to trade you the terraforming device, which could solve your space problem, at least temporaly. They want 4 IC and 1 metal for it, and tell you that it'll need 5 ic to operate, and might not be succesfull.


Name Leader: Carrin (GDCAG)
Race: Carnovans (GGGDGA)
Abilities: Master Race (No cities. Instead build Carnovan Fields(2 size. 10 food cost. 0/2 pop capacity. Counts as ground defenses. 2 food upkeep))
Photosynthetic( Carnovan fields produce food= (10-Solar distance)/2)
Spoiler: Planius (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Solar system (click to show/hide)

Construction
2 farms: 2IC
2 labs: 10 IC
1 Cornovan Field: 10 food

Worforce:
Farms: [4/4]
Mines: [1/1]
Factories [3/4]
Labs [4/4]

Research
Lab #1 - Compact factories (same as standard, but -1 to size) [3 turns left]
Lab #2 - Teker cloning centers (cities that produce population suitable only for simple work: farming and mining. Our little stupid loyal slaves. Also this pops can be converted to food at any moment if things go badly. Note that slaves don't need any comfort, so this cities should be able to host more pops per size. )[6 turns left][Teker cloning centre: 2 size, 6 IC, 0/4 pop. 1 pop=>1 food 5 food=> 1 pop(Pop limited to mining and farming)Small chance of an uprising]

Domestic affairs:
- The Tekers brought in a large food supply then expected.

Notes: The current carnovan fields are seen as rows of the carnovans with Tekers running between them doing the actual work. The Teker cloning centers have much less control and such, so they might return to their original ways.
Note: The current Cornovan fields are seen as fields of these plants with the Tekers running between them being ordered around. The Teker centre
« Last Edit: May 20, 2012, 12:11:02 pm by 10ebbor10 »
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #201 on: May 20, 2012, 08:14:42 am »

Construction:
1 Fuel Distillery (Underwater)
2 Ground to Space Batteries (On Land)

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

Research:
Mass Drivers
Terraforming

Other Things:
None
« Last Edit: May 20, 2012, 08:26:27 am by adwarf »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #202 on: May 20, 2012, 08:22:16 am »

Ground to space batteries don't need to be researched, they are in the list already.

Terraforming systems do need to be researched.
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #203 on: May 20, 2012, 08:25:05 am »

Fixing
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #204 on: May 20, 2012, 08:51:43 am »

Looks like you forgot to add a cornovan field, shoud be 9

And food number looks wrong, too

I had 10, spent 10 on new field, got 16 from farms, 8 from fields that's already 24 + the bonus. Typo and should be 32?  Or I misunderstood and this bonus is in fact a penalty?
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #205 on: May 20, 2012, 09:14:32 am »

Looks like you forgot to add a cornovan field, shoud be 9

And food number looks wrong, too

I had 10, spent 10 on new field, got 16 from farms, 8 from fields that's already 24 + the bonus. Typo and should be 32?  Or I misunderstood and this bonus is in fact a penalty?
I forgot a Cornovan field. However, the food number is correct as your population eats food to.
SO: 10-10(construction)+16(Farms)+10(Cornovans)-12(pop)+10(bonus)=22
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #206 on: May 20, 2012, 10:06:09 am »

Oh yes, they need to eat))) I forgot that little detail))

Quetion about infantry weaponry, can I produce some basic models without researching? If I can, how much do they cost?

And 26-18=10 fields food production, I think it should be (3-2)*9 = 27-18=9?

__________
Construction
1 Mine (luxury)
1 Cornovan Field

Worforce:
Farms: [4/4]
Mines (Metal): [1/1]
Mines (Luxury): [1/1]
Factories [2/4]
Labs [4/4]

Research
Lab #1 - Compact factories (same as standard, but -1 to size) [3 turns left]
Lab #2 - [Teker cloning centre: 2 size, 6 IC, 0/4 pop. 1 pop=>1 food 5 food=> 1 pop(Pop limited to mining and farming)Small chance of an uprising][6 turns left]


Misc:
Invest 5 food in the reseach of Teker cloning centre = more testing subjects, bassically excesive tekers aren't eaten, but sent to testing)
Invest 5 food in population growth (nutrients for youth)


My economics are so food based..... I think it's not strange for predatory plants
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #207 on: May 20, 2012, 10:11:13 am »

1 Yes. They are even noted in the OP. I think it was 1 IC for 1 battalions 's basic equipment.
2. Made a mistake there. Fxing it soon.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #208 on: May 20, 2012, 10:44:17 am »

The results of Nirurs extermination mission


Charge.

Your troops storm towards the enemy, guns at the ready, flamethrowers warmed up, and completly overwhelm the unprepared parasites. The battle soon turns into another bughunt, as the militia manages to cut down almost half the the enemy troops within the first few minutes. Their back against the wall, the parasites suddenly unite and launch a counter offensive, which is utterly ineffective. Only one regiment reports some wounded, and the other manage to fight of the parasites just fine. The parasites then attemp to retreat to the distillery, and you are sadly not fast enough to stop them.

You order the wounded regiment and 4 others to take guard around the building, and then order your troops inside. Your troops expertly enter the facilities, and manage to everwhelm what little ambushes the parasites had prepared. Your troops expertly push forward, taking care not to get their flamethowers to close to any fuel tanks and continue killing the parasites, anihilating another 2 battalions. The enemy falters, and tries to run. The troops outside are prepared and manage to gun most of the parasites down, but one group manages to make it through and attacks, overwhelming the flamethrower militia and wounding quite a lot of them. Your troops, however hold ground and manage to dispatch the remaining parasites with ease.

After battle report:
Descicive Victory
+10 % happiness
+Diseases solved.
+Flamethrower militia have gained battle experience and can be promoted to soldiers. This will render one pop unit unable to work but will grant you
5 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:Bug Vanquisher
 
Begin

Your troops:
5 Flamethower militia:2 attack, 1defense [10/10 hp]
8 Normal miltitie: 1 attack, 1 defense [10/10 hp]

Enemy troops:
10 parasite battalions: 2 attack, 0 defense

End
Your troops:
4 Flamethower militia:2 attack, 1defense [10/10 hp]
1 Flamethrower militia: 2 attack, 1 defense [5/10 hp]
8 Normal miltitie: 1 attack, 1 defense [10/10 hp]

Enemy troops:
All killed
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #209 on: May 20, 2012, 11:23:43 am »

Hurray, troops with a trait. I think you skipped my observatory roll that turn.

Construction on Chryskav III:
6 IC available
-6 IC: Cloning Center

Workforce:
13 pop available.
Farms: [3/4]
Mines: [0/3]
Factory: [4/4]
Laboratory: [4/4]
Fuel Distillery: [0/2]
Observatory: [1/1] (Planet VI)
Soldiers: 1

Research:
2 labs research large-scale computer center entertainment facilities.

Other:
Promote a pop to soldiers.
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