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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32733 times)

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #270 on: May 27, 2012, 05:08:08 am »

We're only missing Wierdsound's turn for the moment.

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?)
Kinda

Can i join the waitlist?
And if i can do you want me to put up a signup sheet?
I put you on the waitlist. WHen there's a spot I'll PM you, so you can write up the sheet then.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #271 on: May 27, 2012, 08:07:23 am »

Btw, isnīt research a bit unbalanced here? I mean, technically I could fill a planet with tons of labs and become OP like hell. What I mean is that there should be some drawbacks of having several labs. Maybe a small IC cost for each active, or possible negative events, or lower happiness. To make the game more interesting (Right now itīs no real drawbacks to research.)
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #272 on: May 27, 2012, 08:12:56 am »

Btw, isnīt research a bit unbalanced here? I mean, technically I could fill a planet with tons of labs and become OP like hell. What I mean is that there should be some drawbacks of having several labs. Maybe a small IC cost for each active, or possible negative events, or lower happiness. To make the game more interesting (Right now itīs no real drawbacks to research.)
Higher levels of research will be harder, might require artifacts, and might be more dangerous. There's even a small chance of malfunction now.
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #273 on: May 27, 2012, 10:21:25 am »

Oh hey. You never edited the title to say turn 12 up, so I missed it. My bad. I'll throw up an action. Just a sec
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 11 up
« Reply #274 on: May 27, 2012, 10:33:36 am »

Workforce:
4 in farms
3 in mines
4 in Factories (Synthesize Rare Metal x2)
4 in the labs (Research the creation of a new Vesparra species or subspecies capable of surviving the slightly hotter atmosphere of Crustacea)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Other:
Scout Ship: One more abduction attempt, return home regardless of success
Construction Ship: Return home
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #275 on: May 28, 2012, 03:42:14 pm »

Turn 13

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:
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[2 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[Finished. Allows the construction of terraforming machines and terraforming ships. (added to OP). [Small terraformers: 10 IC, 2 size. Requires 5 IC to work]]
*Requires a spacestation to be located in.

Other Things:
The warp gate seems to be mostly made up out metal support structures, with 4 control hubs around the edges. Closer scanning reveals that these control house some sort of unknown machinery. Whatever it is, it's offline now. Probably ran out of fuel, as the fuel traces in it's gigantic empty tanks indicate. You could probably fuel it up, but it seems rather fuel hungry. Or you could try to study it's innerworkings, and maybe create a smaller portable version.
A breakthrough is made in the lab, and Terraforming instalations are availble much faster then expected.

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

Building
Construction ship build.

Research
Improved Metal Mining:[1 Turn. Increase mine output by 25%.(Rounded down)]

Workforce
???
Domestic news
Nothing important happens.

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

Spoiler: Buildings (click to show/hide)
Spoiler: Storage (click to show/hide)
Spoiler: Crustacea (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Warehouses (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 Factories (Synthesize Rare Metal x2)Synthetization succesfull. Pollution levels remain normal.
4 in the labs (Research the creation of a new Vesparra species or subspecies capable of surviving the slightly hotter atmosphere of Crustacea)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)

Research:
Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][4/30]

Other:
-Scout Ship: One more abduction attempt, return home regardless of success. The abduction is succesfull. The aliens appear to be coldblooded hard shelled(exoskeleton) landdwelling beings. Lengths up to 4 meter, height up to one. They posses a tail, which seems to once have been used in combat. They move on 4 appendages, using the the other  four to eat or craft with extreme precision.
-Construction Ship: Return home
-Fuel production systems were exceptionally efficient this year.

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)
Spoiler: Fleet (click to show/hide)

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.)Nothing
Cloning center: [0/2] (Cloning)
Soldiers: 3
1 pop turns into 4 IC

Research:
2 labs research single population hostile-environment city-mines. [Planetary Hostile evironement mines. 4/20]

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.
The Quarantine is succesfull. The roads are cut off and barricades have been put in place. The Parasites seem to be multiplying though and sensors report previously unseen biosigns.

Other
-Population expansion makes up for metamorphis use.
-The population is unconcerned about the threat.

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 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.
[2/10. Light ballistic weaponry. Cost per ship: 1 IC, +1 to attack]

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.The homeplanet feast is a gigantic succes. Population levels rise tremendously.
And a smaller one on colony. (2 food, 2 luxury) This one is less succesfull, but it does the job.
A series of severe earthquakes shocks Thorcas. While everyone is fine in their bunkers, two of the mines collapse. While they could probably be repaired if needed, this would cost some IC.

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(60%) (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:
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 - FInished
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][1 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)] [4 turns left.]

Misc:
Have a speech and attempt to encourage soldiers to reproduce only with other soldiers (yes, I want soldiers caste)This time, you're not that succesfull. Almost caused a military coup.
Mine output is higher than usual
Population growth continues.
« Last Edit: May 29, 2012, 10:44:05 am by 10ebbor10 »
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adwarf

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Re: Colonizing the stars: Forum game (0/6)
« Reply #276 on: May 28, 2012, 03:51:58 pm »

Construction:
Space Elevator
Basic part of a Space Station
Small Terraformer

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

Research:
Mass Drivers
Study the Warp Gate

Other Things:
None
« Last Edit: May 29, 2012, 12:04:18 pm by adwarf »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #277 on: May 28, 2012, 03:59:57 pm »

@ adwarf. The Space elevator costs rare metals to build. Also, how large do you want the station to be?
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #278 on: May 28, 2012, 04:06:36 pm »

Space Elevator - DANGIT!
Space Station - Around 15 Size
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #279 on: May 28, 2012, 04:25:38 pm »

Question about low the life by low sentience do you mean low civilization

Either ways build a cargo ship load 3 IC in construction ship have it fly to large planet and build a mine and farm. Have the scout ships research magnetic sheilds with the lab one new research is up and have it check out the belts.

Also go parasite go parasite go.
« Last Edit: May 28, 2012, 07:55:13 pm by SoHowAreYou »
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #280 on: May 28, 2012, 06:17:25 pm »

oops, -40% happiness well, I need to fail some rolls

And with that pop growth I can't complain. The only bad thing is that my new expansionistic trait made Teker cloning centers a wasted research :( But I think they'll be useful on some other planets, later.) _________________________
Construction:
1 Mine
1 Farm
1 Observatory
1 cornovan field

Workforce (17 available):
Farms: [3/5]
Mines (Metal): [2/2]
Mines (Luxury): [1/1]
Factories [4/8]
Labs [6/6]
Ovservatory [1/1] (study system)

Lab #1 Orbital lenses and mirrors system: Large scale orbital system, that can direct sunlight in right places. Boosts photosynthesis effect and farming on planet it build for. Also can be used as weapon, both space-surface and space-space, ( by creating highly focused sunrays)

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][1 turns left] when finished switch to -
Roof planting. :Suitable buildings provide their size\2  space that can be used only for Cornovan fields and farms

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)] [4 turns left.]

Army: Stay on alert for possible riots & guard lab #2

Misc: spend luxuries to increase happiness
« Last Edit: May 28, 2012, 06:34:11 pm 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 13 up
« Reply #281 on: May 29, 2012, 04:02:06 am »

How much to repair the mines?
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #282 on: May 29, 2012, 04:57:48 am »

Construction:

Workforce:
4 in farms
3 in mines
4 in Factories (Synthesize Rare Metal x2)Synthetization succesfull. Pollution levels remain normal.
4 in the labs
2 in the distillery
1 in observatory (Scan several nearby planet-bearing stars for radio signals, or other signs of advanced life)

Research:
Lab 1: Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][4/30]
Lab 2: Research the captured aliens. Try to figure out their language and religious customs to the point where we can impersonate their gods.

Other:
Install Jump Drive on the Scout Ship
Fuel up Scout Ship
Scout Ship head to a nearby system with no signs of life according to the observatory
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #283 on: May 29, 2012, 05:23:29 am »

((I wanted 3 metal, not 3 science resources.))

Construction on Chryskav III:
8 IC available
-5: Lab
-2 IC: Cloning Center repairs

Workforce:
18 pop available.
Farms: [5/5]
Mines: [0/3] (Metal)
Laboratory: [4/4]
Fuel Distillery: [2/2]
Observatory: [0/1]
Cloning center: [2/2] (Cloning)
Soldiers: 3
2 pop becomes 8 IC

Research:
1 lab researches single population hostile-environment city-mines.
1 lab studies the parasite and battle reports, looking for better methods of fighting them.

Military:
Cautious attack against the parasites.
UFO takes all 8 fuel and makes preparations for shooting the parasites if the army fails (Not at where it needs to be to fire yet, as I don't want to needlessly risk it damaging itself).

After the battle:
UFO lands.
1 full strength flamethrower and 1 full strength soldier battalion guard the lab with the infected.
1 full strength flamethrower and 1 9 strength soldier battalion guard the cloning center.
All remaining battalions above 6 strength sweep around the cloning center, looking for clues of their origins and ensuring none remain.
« Last Edit: May 31, 2012, 01:07:56 pm by Nirur Torir »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #284 on: May 29, 2012, 10:41:26 am »

Fixing that.

How much to repair the mines?
2 IC. However, they are unstable, so repairing them is a risk and might not be succesfull.

Space Elevator - DANGIT!
Space Station - Around 15 Size
That would cost you 24IC 19 metal and 19 fuel. These stations are not intended to be cheap.
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