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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32735 times)

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #210 on: May 20, 2012, 12:11:34 pm »

Fixed the observatory roll.
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #211 on: May 20, 2012, 01:18:19 pm »

So, life [modern] means there is another sentient population in my system, correct?
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #212 on: May 20, 2012, 01:28:58 pm »

Quick, blink bright lights at them in no particular pattern. If they try to communicate, annoy them by repeating their message back exactly.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #213 on: May 20, 2012, 01:42:54 pm »

So, life [modern] means there is another sentient population in my system, correct?
Yes. Think 1900 era earth. But not exactly humans.
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #214 on: May 20, 2012, 02:22:38 pm »

Greenhouse atmospheres are inhabitable, right?

Anyways...

Construction:
Lab

Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Finish Suspend Animation Research in old lab, Start researching rare metal synthesis in lab 2 (Convert metal into rare metal, perhaps using fuel))
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Other:
Scout Ship: Abduct some citizens from the civilized planet and bring em back home for research.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #215 on: May 20, 2012, 02:42:44 pm »

Yes they are. However to uninhabited rock planet is to hot for you to live in. The inhabited one is fine though, except that it is occupied.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #216 on: May 20, 2012, 08:11:07 pm »

Sorry I will post on tuesday
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #217 on: May 21, 2012, 07:20:54 am »

Do you get any IC back for deconstructing buildings?
And how does trade fleets work?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #218 on: May 21, 2012, 10:26:50 am »

Do you get any IC back for deconstructing buildings?
And how does trade fleets work?
-A bit, not much.  You could also try to drain your oceans (terraforming) or build a spacestation (Which you'll get an IC discount from engineering for).
-A trade fleet can either transport goods by being manually send to a planet and back by the player, but can also form a trade route.  Trade routes connect 2 planets, and allow up to half the cargo capacity of the cargo ships involved to be send in both directions for the cost of 1 fuel(per cargo fleet) per turn. Trade routes tend to encourage civilian initiative, and might after some time become autonomous and no longer require player input. Trade routes can be disbanded.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #219 on: May 21, 2012, 12:14:24 pm »

Construction:
Deconstruct Factory 2.
Build small shipyard.
Build cargoship

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

Other: Say no to anymore trade.
Prepare the people for the first interspace colonisation.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #220 on: May 22, 2012, 02:11:09 pm »

Combine a farm and a city to make an arco
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #221 on: May 22, 2012, 03:41:00 pm »

Turn 10

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

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[5 turns left. Allows the construction of orbital mass drivers. Orbital mass drivers: 5 size, 10 IC, 5 rare metals. Can transport up to 10 cargo units in system per turn.]
Terraforming[5 turns left. Allows the construction of terraforming machines and terraforming ships. (To be added to OP). [Small terraformers: 10 IC, 2 size. Requires 5 IC to work]]

Other Things:
-Your scientists point your attention to the fact that there's an unknown structure in Kylon orbit, and that they would like to investigate. They note that you have all the equipment to do it, so they are asking themselves why not.
-People are becoming unhappy about stagnation.(Ie nothing important happened)

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 and farm arco

Research
Improved Metal Mining:[4 Turn. Increase mine output by 25%.(Rounded down)]
Research into the rare metals was finished. It has been found out that they can be used, among other things, to create a sort of jumpdrive.
Workforce
???
Domestic news
Population growth continues.

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:
Lab

Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Finish Suspend Animation Research in old lab, Start researching rare metal synthesis in lab 2 (Convert metal into rare metal, perhaps using fuel))
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Research:
Rare metal syntheses: 4 turns left. [Can refine 10 metal and 2 fuel into 1 rare metal. Reaction happens at factories.(max 2/turn); Causes pollution if done large scale]

Other:
Scout Ship: Abduct some citizens from the civilized planet and bring em back home for research.
The attempt is unsuccesfull. The scout fleet is discovered and runs into primitive anti air defenses, which nevertheless are quite effective.

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

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.[2 turns left: Computer entertainment. Size:2 10 IC [0/5 pop] Raises happines by the amount of pop "working". ]

Other:
Promote a pop to soldiers.

Name Leader: Sorgarth
Race:  Magnologers
Abilties:Bunkers
Great engineers
Spoiler: Thorcas(90% Happines) (click to show/hide)
Spoiler: Buildings (click to show/hide)

1 small shipyard
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:
Deconstruct Factory 2.
Build small shipyard.
Build cargoship

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

Other:
The others understand, and pack up and leave without problems.
This action is in fact quite succesfull, there are lots of volunteers, and the population in general is quite estatic.


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
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) [2 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][4 turns left]


Misc:
Incentive succesfull, research boosted
Population levels rise through the roof.
« Last Edit: May 23, 2012, 07:28:29 am by 10ebbor10 »
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #222 on: May 22, 2012, 03:42:28 pm »

What must I do for said drives can I mount them on my scout.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #223 on: May 22, 2012, 03:44:18 pm »

What must I do for said drives can I mount them on my scout.
1.Invest 2 rare metals.
2. Give scout enough fuel to launch (Jumdrives use more fuel)
3.Jump
4.Profit.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #224 on: May 22, 2012, 03:47:45 pm »

Recall the scout, equip drive, build a small space port launch a construction ship.
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