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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32765 times)

Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #225 on: May 22, 2012, 03:56:52 pm »

How are ship repairs handled? Manpower? IC? Automatic while docked?

No Construction This Turn

Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Continue Research on Rare Metal Synthesis)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Other:
Scout Ship: Launch a scan for technology, ID underdeveloped portions of the planet where Anti-Air is unlikely to exist. Return home for fuel and repairs.

When the scout ship returns start a propaganda campaign showing off the damage and claiming that life hostile to the Vespara.

Offer a reward of vast mineral wealth (5 Metal) to any individual or group who can beat the labs to a breakthrough on Rare Metal Synthesis.
« Last Edit: May 22, 2012, 04:07:28 pm by Weirdsound »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #226 on: May 22, 2012, 03:58:59 pm »

Ship repairs are done with IC. Your ship will cost 1 IC to repair.
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #227 on: May 22, 2012, 04:01:14 pm »

Acceptable
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #228 on: May 22, 2012, 04:40:54 pm »

Hm, Now I am pretty sure that something wrong with food:

was 23 food - 10(cornovan), - 10 (misc spendings) = 3

then 3 - 15 (pops) + 10 (fields) + 16 (farms) = 24
Or this food reduction is the effect of that nice population growth?

Sorry if I am annoying. I just have a tendency to double-check everything.

Anyway:
_________________

Construction:
Tanks*1 (2 IC)

________________
Worforce:
Farms: [4/4]
Mines (Metal): [1/1]
Mines (Luxury): [1/1]
Factories [4/4]
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:
Convert 1 pop to soldiers, give them tanks, spend 4 luxuries to improve their standards of living, being a soldier should be a prestigious job
Order them to guard lab#2, just in case



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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.

Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #229 on: May 22, 2012, 06:02:45 pm »

Construction on Chryskav III:
-

Workforce:
13 pop available.
Farms: [4/4]
Mines: [0/3]
Factory: [0/4]
Laboratory: [4/4]
Fuel Distillery: [1/2]
Observatory: [1/1] (Planet III's moon.)
Cloning center: [2/2]
Soldiers: 1

Research:
2 labs research large-scale computer center entertainment facilities.
« Last Edit: May 22, 2012, 06:04:17 pm by Nirur Torir »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #230 on: May 23, 2012, 07:27:50 am »

Hm, Now I am pretty sure that something wrong with food:

was 23 food - 10(cornovan), - 10 (misc spendings) = 3

then 3 - 15 (pops) + 10 (fields) + 16 (farms) = 24
Or this food reduction is the effect of that nice population growth?
Seems like I made an error. fixing it.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 10 up
« Reply #231 on: May 23, 2012, 02:56:20 pm »

Poke, player actions please.
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #232 on: May 23, 2012, 06:45:26 pm »

Construction:
Spend 4 IC to train a regiment of soldiers to the utmost, make them masters of hand-to-hand combat on land, underwater, and in the zero-gravity of space if we can replicate it. Make them true masters of ranged weaponry, they shall be the elite, they shall be the Kalkari.

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

Research:
Mass Drivers
Terraforming

Other Things:
None
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 10 up
« Reply #233 on: May 24, 2012, 02:16:46 am »

Construction:
2 farms

Population:
12 pop available.
Farms: [6/6]
Mines: [2/3]
Factory: [3/4]
Laboratory: [0/2]
Observatory [0/1]
Fuel refinery: [0/2]

Other:
Give a speech to the volunteers about the importance of their work.
Take the volunteers, and load them on the cargo ship. Bring them 2 food, and 7 IC. When they are on the planet, they should build 1 bunker and 1 mine, starting mining ore ASAP.
The cargoship, should use the fuel from the scout ship and initiate a trading route to bring the metal back to our homeplanet.
Spend 6 food on a great party on our homeplanet, for our first (hopefully successfully) space colonisation. For population growth.

(OOC, I should have 1 more food in storage 16-13=3, or did I got another pop? If thats the case, move him to the lab. If I choose manual trade route, will I be able to go back and fourth on one turn?) 
« Last Edit: May 24, 2012, 05:47:12 am by Evil Marahadja »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 10 up
« Reply #234 on: May 24, 2012, 10:23:29 am »

If I choose manual trade route, will I be able to go back and fourth on one turn?). No.

For the volunteers, I assume you want aboyt 1 pop unit. Don't forget to supply them with food.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 10 up
« Reply #235 on: May 24, 2012, 01:19:56 pm »

If I choose manual trade route, will I be able to go back and fourth on one turn?). No.

For the volunteers, I assume you want aboyt 1 pop unit. Don't forget to supply them with food.

1 pop unit indeed. And, I do have 2 food units in cargo.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 10 up
« Reply #236 on: May 24, 2012, 01:20:33 pm »

If I choose manual trade route, will I be able to go back and fourth on one turn?). No.

For the volunteers, I assume you want aboyt 1 pop unit. Don't forget to supply them with food.

1 pop unit indeed. And, I do have 2 food units in cargo.
I was talking about the future. But yeah they should be fine.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #237 on: May 24, 2012, 02:57:29 pm »

Turn 11

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:
Spend 4 IC to train a regiment of soldiers to the utmost, make them masters of hand-to-hand combat on land, underwater, and in the zero-gravity of space if we can replicate it. Make them true masters of ranged weaponry, they shall be the elite, they shall be the Kalkari.


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

Research:
Mass Drivers[4 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[4 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)

-Population levels remains stable.


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
Recall the scout, equip drive,

build a small space port launch a construction ship. Not enough IC

Research
Improved Metal Mining:[3 Turn. Increase mine output by 25%.(Rounded down)]

Workforce
???
Domestic news
Population growth stops and population levels stabilize.

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)

Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Continue Research on Rare Metal Synthesis)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Research:
Rare metal syntheses: 1 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: Launch a scan for technology, ID underdeveloped portions of the planet where Anti-Air is unlikely to exist. Return home for fuel and repairs.
Scans are succesfull and reveal many underdeveloped areas. They also show that while the planet is starting to use technological systems, they haven't been very advanced yet. No trace is found of any hightech or nuclear weaponry.
When the scout ship returns start a propaganda campaign showing off the damage and claiming that life hostile to the Vespara.
The campaign hasn't got much effect. Opinion is divided, with multiple people emphatizing with the native people, urging for them to be left alone.
Offer a reward of vast mineral wealth (5 Metal) to any individual or group who can beat the labs to a breakthrough on Rare Metal Synthesis.
No takers here.


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:
-

Workforce:
13 pop available.
Farms: [4/4]
Mines: [0/3]
Factory: [0/4]
Laboratory: [4/4]
Fuel Distillery: [1/2]
Observatory: [1/1] (Planet III's moon.)
Cloning center: [2/2] ((I'm going to assume that you do want to clone people.))
Soldiers: 1

Research:
2 labs research large-scale computer center entertainment facilities.[1 turns left: Computer entertainment. Size:2 10 IC [0/5 pop] Raises happines by the amount of pop "working". ]

Domestic affairs.
Population grows normally, but mostly due to the influx of clones. This however seems to destabilize social structure and cause unhappines

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

Spoiler: Storage (click to show/hide)
Spoiler: Ashima (80%) (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Fleet and army (click to show/hide)
Spoiler: Trading routes (click to show/hide)
Spoiler: Research (click to show/hide)
Spoiler: Rest of the system (click to show/hide)

Construction:
2 farms (Where are you going to put them, the planet is full)

Population:
12 pop available.
Farms: [6/6]
Mines: [2/3]
Factory: [3/4]
Laboratory: [0/2]
Observatory [0/1]
Fuel refinery: [0/2]

Other:
Give a speech to the volunteers about the importance of their work. Morale on the new colony will be quite high.
Take the volunteers, and load them on the cargo ship. Bring them 2 food, and 7 IC. When they are on the planet, they should build 1 bunker and 1 mine, starting mining ore ASAP. Colonization succesfull
The cargoship, should use the fuel from the scout ship and initiate a trading route to bring the metal back to our homeplanet. Trade route estabilished, transport will start next turn
Spend 6 food on a great party on our homeplanet, for our first (hopefully successfully) space colonisation. For population growth. Population levels increase, making up for the left population.


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: Army (click to show/hide)
Spoiler: Solar system (click to show/hide)

Construction:
Tanks*1 (2 IC)

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

Research:
Lab #1 - Compact factories (same as standard, but -1 to size) [1 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][3 turns left]
____________________________________________
Misc:
Convert 1 pop to soldiers, give them tanks, spend 4 luxuries to improve their standards of living, being a soldier should be a prestigious job. This geste ensures you the absolute loyality of your soldiers for quite some time. You might even say they have become fanatic. (Not that they'll go off disobeying orders for no reason, at least not direct.
Order them to guard lab#2, just in case.Done.
« Last Edit: May 25, 2012, 12:00:03 pm by 10ebbor10 »
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #238 on: May 24, 2012, 03:38:58 pm »

Is there no bonus for doubling up labs on one project? I only made one turn of progress on my research with two active labs.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #239 on: May 24, 2012, 03:42:52 pm »

Is there no bonus for doubling up labs on one project? I only made one turn of progress on my research with two active labs.
There is a bonus. Give me a moment.
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