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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32728 times)

Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #255 on: May 25, 2012, 04:20:20 pm »

Could you double-check your math on my entertainment facilities? Turn 9 said I needed 5 more lab-turns, which is what I spent.
Do I need to spend any more lab time on the ship repairs, or is just having the resources enough?
How do I use my newly mined scientific resources?
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #256 on: May 25, 2012, 05:43:37 pm »

Expansionistic? Goooood

Construction:
1 Cornovan field
1 Factory

Workforce (15 available):
Farms: [2/4]
Mines (Metal): [1/1]
Mines (Luxury): [0/1]
Factories [6/8]
Labs [6/6]

Army
Guard lab #2

Research:
Lab #1 - Higher industry efficiency. Increases max conversion rate/per pop by 50%
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 [Allows factories and distilleries to converse 5 food into 1 fuel. With a max production of 4/3 a turn.(Factory and distillery)] [5 turns left.]

Misc:
Have a speech and attempt to encourage soldiers to reproduce only with other soldiers (yes, I want soldiers caste)


Questions (just in case):
1)   10 Carnovan fields: [16/20] pop. = 15 civilian pops + 1 soldier pop, right?

2)    I can switch mine production from luxuries to metal or vice versa  at any moment, right?


As for GM Note - I don't care :)
« Last Edit: May 25, 2012, 05:45:53 pm by Ukrainian Ranger »
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #257 on: May 25, 2012, 05:57:28 pm »

Construction:
Build 2 advanced bunkers on homeplanet.

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:
Reverse engineer some of the more advanced weapons we bought from the aliens. Try to apply their design to large ships.

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

Other:
Have one large feast (4 luxury goods, 2 food) to increase pop on homeplanet.
And a smaller one on colony. (2 food, 2 luxury)

And, regarding the note, do what is easiest for you.
« Last Edit: May 26, 2012, 02:59:43 am by Evil Marahadja »
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #258 on: May 25, 2012, 06:36:02 pm »

Construction:
2 Hive Cities (Underwater)

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

Research:
Mass Drivers
Terraforming

Other Things:
Have the scientists investigate the object (Warp gate)
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #259 on: May 26, 2012, 01:51:02 am »

Could you double-check your math on my entertainment facilities? Turn 9 said I needed 5 more lab-turns, which is what I spent.
Do I need to spend any more lab time on the ship repairs, or is just having the resources enough?
How do I use my newly mined scientific resources?
1. Yes, you're right. That does it thn, I'm switching to research points.
2. Resources is enough
3. You can allocate them to research projects. Various complicated buildings and ships might use them to.

Questions (just in case):
1)   10 Carnovan fields: [16/20] pop. = 15 civilian pops + 1 soldier pop, right?
Yup
2)    I can switch mine production from luxuries to metal or vice versa  at any moment, right?
Yup
As for GM Note - I don't care :)
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #260 on: May 26, 2012, 06:09:42 am »

Construction on Chryskav III:
4 IC available
-2 IC, 1 metal: Repair UFO
-2 IC: Farm

Workforce:
18 pop available.
Farms: [4/4]
Mines: [3/3] (Metal)
Laboratory: [4/4]
Fuel Distillery: [2/2]
Observatory: [1/1] (Scan for ships.)
Cloning center: [0/2] (Cloning)
Soldiers: 3
1 pop turns into 4 IC

Research:
2 labs research single population hostile-environment city-mines.

Military:
Convert another 2 pop to soldiers. (Train them near the cloning centers, so they'll be able to help if the parasites attack.)
Quarantine the cloning centers with the army.
« Last Edit: May 26, 2012, 07:00:38 am by Nirur Torir »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #261 on: May 26, 2012, 06:13:08 am »

@ Nirur. Your lab already invested 3 IC and 1 metal in the UFO. You only need 2 IC/ 1 metal to fully repair it.
Another question: Do you want to summon the militia to. In your situation that would be 14 squads.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #262 on: May 26, 2012, 07:10:13 am »

Another question: Do you want to summon the militia to. In your situation that would be 14 squads.
No, I think I'd rather keep the xp condensed and save myself the potential morale hit. I'll train up a second soldier group with newly freed IC just in case, though.

Will my alien craft be able to provide fire support, or would it be a really good idea to avoid firing near my troops without specialized craft?
Do ground to space batteries take up any space? There's also an inconsistency in the first post, do they have 0 defense or 1?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #263 on: May 26, 2012, 07:15:45 am »

Another question: Do you want to summon the militia to. In your situation that would be 14 squads.
No, I think I'd rather keep the xp condensed and save myself the potential morale hit. I'll train up a second soldier group with newly freed IC just in case, though.

Will my alien craft be able to provide fire support, or would it be a really good idea to avoid firing near my troops without specialized craft?
Do ground to space batteries take up any space? There's also an inconsistency in the first post, do they have 0 defense or 1?
1. It depends. While your alien craft might be capable of not obliterating your troops, keeping the cloning center intact might prove problematic. Also, low orbital flights are a dangerous maneuver to execute without special crafts.
Ground to space don't take up any size. They have 0 defense, but that doesn't mean they are defenseless. Just that they don't get any defense bonusses.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #264 on: May 26, 2012, 08:33:36 am »

What do you mean depends on what I want?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #265 on: May 26, 2012, 08:38:33 am »

What do you mean depends on what I want?
That I have no idea what exactly you want your research to do.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #266 on: May 26, 2012, 09:02:40 am »

Upgrade the research rate. I seem to have a talent for confusing you.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #267 on: May 26, 2012, 09:08:24 am »

Upgrade the research rate. I seem to have a talent for confusing you.
Nah, not going to let you do that. Would be a serious balancing problem. (Mostly because I have to choose between a 0 or a 50% boost. The system isn't really flexible.)
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Deny

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #268 on: May 26, 2012, 09:11:22 am »

Can i join the waitlist?
And if i can do you want me to put up a signup sheet?
« Last Edit: May 27, 2012, 03:06:46 am by Deny »
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #269 on: May 26, 2012, 09:16:13 am »

In that case switch mine back to metal and build construction ship. (Also because I'm l don't want to post in another thread were my things in space race approved?)
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