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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32763 times)

Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #240 on: May 24, 2012, 03:43:13 pm »

Construction on Chryskav III:
Dismantle the factory. Metamorphosis, cloning, and computers shall carry us through.

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

Research:
1 lab finishes research on large-scale computer center entertainment facilities.
1 lab begins repairing the alien craft.
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #241 on: May 24, 2012, 04:09:53 pm »

Construction:
None

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

Research:
Mass Drivers
Terraforming

Other Things:
Fuel the Scout Fleet with 4 Units of Fuel, and both Fighter Squadrons with 3 Units of fuel. Send those ships on a the exploration mission my scientists, and people have been wanting.
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #242 on: May 24, 2012, 04:15:59 pm »

Construction:
1 Construction Ship

Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Conclude research on rare metal synthesis. See Research section for detailed information on what lab 2 is to do. If there is any lab time left and the abduction attempt was successful, research the captured aliens, focusing on their language and religion.)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Other:
Name uninhabited rocky planet 'Crustacea'
Construction Ship: Fuel up, Take 5 metal and 5 food and stash it away on Crustacea for later.
Scout Ship: Try to abduct some more civilized aliens. Visit one of the underdeveloped regions of the planet this time. They shouldn't have anti-air there.
Spend 5 metal to mint some coins in honor of the naming of Crustacea and the launch of the Construction Ship. Distribute coins to populace.
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #243 on: May 24, 2012, 04:40:39 pm »

Construction: (13+4 IC)
1 Laboratory

Workforce (14 available):
Farms: [2/4]
Mines (Metal): [1/1]
Mines (Luxury): [1/1]
Factories [4/4]
Labs [6/6]

Army
Guard lab #3

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]
Lab #3 - biofuels (farms can be used to grow fuel instead of food)

Misc
Give social rewards to female Cornovans that provide most seeds for planting (2 luxury, 5 food)
« Last Edit: May 25, 2012, 06:00:50 am by Ukrainian Ranger »
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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.

Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #244 on: May 25, 2012, 12:02:12 am »

There has to be something wrong with the size of my planet:
4 farms, 6 mines, 5 factory, 1 observatory, 2, lab, 4 distillery= 22.

Which means that I have at least 3 more size to use. Or am I missing something here? 
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #245 on: May 25, 2012, 12:15:51 am »

There has to be something wrong with the size of my planet:
4 farms, 6 mines, 5 factory, 1 observatory, 2, lab, 4 distillery= 22.

Which means that I have at least 3 more size to use. Or am I missing something here?
The fact that 5 size of you planet is occupied by oceans.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #246 on: May 25, 2012, 05:48:17 am »

There has to be something wrong with the size of my planet:
4 farms, 6 mines, 5 factory, 1 observatory, 2, lab, 4 distillery= 22.

Which means that I have at least 3 more size to use. Or am I missing something here?
The fact that 5 size of you planet is occupied by oceans.

I know, thats why I said 3 more size. Since 22+5= 27.  :P
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #247 on: May 25, 2012, 08:51:27 am »

Build a space port and cargo ship send scout to nearest system, switch research to faster research in genes.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #248 on: May 25, 2012, 10:07:34 am »

There has to be something wrong with the size of my planet:
4 farms, 6 mines, 5 factory, 1 observatory, 2, lab, 4 distillery= 22.

Which means that I have at least 3 more size to use. Or am I missing something here?
The fact that 5 size of you planet is occupied by oceans.

I know, thats why I said 3 more size. Since 22+5= 27.  :P
+5 from your small shipyard, which got glitched out of the quote.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #249 on: May 25, 2012, 11:36:03 am »

Oh. But I should still have 1 space left then. Since small spaceport have a 2 size.
Sorry for bothering with small stuff, but since my starting planet is so small, I need every space I have.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #250 on: May 25, 2012, 11:51:04 am »

Oh. But I should still have 1 space left then. Since small spaceport have a 2 size.
Sorry for bothering with small stuff, but since my starting planet is so small, I need every space I have.
There I made an error. Seems I switched IC and size. Nevermind, fixing it.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #251 on: May 25, 2012, 11:56:02 am »

Goodgood, then I (from a retroperspective I guess) built one farm and not 2.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #252 on: May 25, 2012, 12:00:19 pm »

Fixed
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #253 on: May 25, 2012, 12:12:18 pm »

Construction:
Build 3 advanced bunkers. (2 on homeplanet, one on our colony.)

Population:
14 pop available.
Farms: [5/5]
Mines: [1/3] (Ore)
Mines: [2/3] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [0/2]

Research:
Finish advanced bunkers.

Trade route:
2 Food from homeplanet, 2 IC. 
5 Ore To homeplanet.

Other:
Spend 4 luxury goods and 2 food on a feast to increase happiness, make a promise that within 6 turns, there should be no industries on our glorious home planet any longer, it should be a place dedicated to research and military.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #254 on: May 25, 2012, 04:06:49 pm »

Turn 12

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:
None

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

Research:
Mass Drivers[3 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[3 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:
-The expedition succesfully arrives at the structure. It a rather large ring like structure, easily  half a kilometer across, making it large enough for your ships to easily frly through it.. However it seems to be badly damaged. The scientist are asking wherether or not they should investigate the inside.
-Population levels increase tremendously. People are complaining about overcrowding.

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: Home System (click to show/hide)
Spoiler: Near Nova (click to show/hide)
Spoiler: Fleet (click to show/hide)

Building
Build a space portSpaceport has been build. Though there was not enough IC to build a cargo ship.

Research
Improved Metal Mining:[3 Turn. Increase mine output by 25%.(Rounded down)] PAUSED
Faster Gene research [Research time depends on what exaclty you want to do with it.]

Workforce
???
Domestic news
Population growth stops and population levels stabilize.
A large amount of the food in the stockpile went bad.
The scout fleet blips away, a few minutes later it's already back, it seems it entered a system whose star is entering the final stages of it's live. To make matters worse, they jumped right on top of it. Luckly they managed to jump out before they were destroyed.

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: Crustacea (click to show/hide)
Spoiler: Warehouses (click to show/hide)
Spoiler: Fleet (click to show/hide)
Spoiler: Local sector (click to show/hide)

Construction:
1 Construction Ship

Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Conclude research on rare metal synthesis. See Research section for detailed information on what lab 2 is to do. If there is any lab time left and the abduction attempt was successful, research the captured aliens, focusing on their language and religion.)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Other:
Name uninhabited rocky planet 'Crustacea'
Construction Ship: Fuel up, Take 5 metal and 5 food and stash it away on Crustacea for later.
Scout Ship: Try to abduct some more civilized aliens. Visit one of the underdeveloped regions of the planet this time. They shouldn't have anti-air there.It seems you weren't particulary lucky again. What showed up on the previous scan as a desolate area had suddenly turned into a military base. You ship escaped without scatches this time.
Spend 5 metal to mint some coins in honor of the naming of Crustacea and the launch of the Construction Ship. Distribute coins to populace.The populations generally doesn't really care about space things, they are more concerned about the other aliens.

Research:
Rare metal syntheses: Done
Alien research: Error 404 alien not found


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:
Dismantle the factory. Metamorphosis, cloning, and computers shall carry us through.

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

Research:
1 lab finishes research on large-scale computer center entertainment facilities. [1 turn left. As said before, the countdown edits whenever you add more labs. I might change that.]
1 lab begins repairing the alien craft. (I can't seem to find the old repair cost, so here are some new ones.[3/5 IC 1/2 metal]

Domestic affairs:
Serious problems at the cloning center. It seems that the parasite, which we though we had exterminated, somehow managed to get inside the cloning system. The infestation is much worse then before. Only half the operaters made it out in time, and all cloned units have been compromised.

By some strange effect of faith, population growth is extremely high this year.

Name Leader: Sorgarth
Race:  Magnologers
Abilties:Bunkers
Great engineers
Spoiler: Thorcas(95% 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:
Build 3 advanced bunkers. (2 on homeplanet, one on our colony.)

Population:
14 pop available.
Farms: [5/5]
Mines: [1/3] (Ore)
Mines: [2/3] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [0/2]

Research:
Finish advanced bunkers.

Trade route:
2 Food from homeplanet, 2 IC. 
5 Ore To homeplanet.

Other:
Spend 4 luxury goods and 2 food on a feast to increase happiness, make a promise that within 6 turns, there should be no industries on our glorious home planet any longer, it should be a place dedicated to research and military. The feast is a minor succes. Truly it is good to no longer be self sufficient.



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: (13+4 IC)
1 Laboratory

Workforce (14 available):
Farms: [2/4]
Mines (Metal): [1/1]
Mines (Luxury): [1/1]
Factories [4/4]
Labs [6/6]

Army
Guard lab #3

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][2 turns left]
Lab #3 - biofuels (farms can be used to grow fuel instead of food)[5 turns left. Allows factories and distilleries to converse 5 food into 1 fuel. With a max production of 4/3 a turn.(Factory and distillery)]

Misc
Give social rewards to female Cornovans that provide most seeds for planting (2 luxury, 5 food)You once again accidently over do your action, causing a complex shift in social structures. While this will increase population growth, expansion limits might be problematic.
Population grows a bit.

Spoiler: GM note to all (click to show/hide)
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