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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32694 times)

Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #285 on: May 29, 2012, 11:29:36 am »

Construction:
Try to repair mines.
Build mine on colony, and let the new pop mine it.

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


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:
3 Food from homeplanet, 2 IC
5 Ore To homeplanet.

Other:
Announce a Kardish price (Nobel price), Kardish was an old scientist who made it possible to start colonise the stars. 2 Luxury goods should be awarded to the scientist who made the biggest breakthroughs in their respektive fields. (Long term investment)
Militarise a pop. 
« Last Edit: May 29, 2012, 03:07:23 pm by Evil Marahadja »
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #286 on: May 29, 2012, 11:53:18 am »

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.
Can I start investing this turn?
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #287 on: May 29, 2012, 12:00:52 pm »

I don't think he wants us trying to partially build anything. The basic part of a station costs 10 IC/5 metal/5 fuel, so just start saving up for that.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #288 on: May 29, 2012, 12:03:06 pm »

I don't think he wants us trying to partially build anything. The basic part of a station costs 10 IC/5 metal/5 fuel, so just start saving up for that.
If you can afford the first piece, feel free to build it. Otherwise, I'd rather not. It's not like there's a resource cap or something.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #289 on: May 31, 2012, 12:25:39 pm »

Nirur's battle.

Your army leaves their positions, and advances cautiously from all direction. There will be no escape for these wretched parasites. However, as they close in, they can't find a single trace of them. Orbital scans from the UFO ship show that they have spread themselves out amongst the 5 blocks from the cloning complex. They are arranged in a semi circle: the largest building, the control center, in the middle of the 4 others.

You order 2 flamethrowers to enter the building, with five standard battalions to back them up. The other are told to remain outside and intercept any  escapees. Sadly, it seems the parasites where learning, or just turned out to be very lucky. They had stationed themselves on top of the silos, and then dropped down upon your troops to suprise them. To make it even worse, your troops where vaguely outnumbered, 8 against seven. You soldiers are suprised, and quite a few people are wounded in the first seconds of battle. Shocked by this suprise and overwhelming force, a hasty retreat is ordered, and your soldiers evacuate the building without even killing a single alien.

You order another charge, this time with fresh troops. The parasites certainly didn't expect you to attack again so soon, and so this time you manage to suprise them.
Despite their valiant efforts, they don't quite manage to hurt many of the parasites, as they keep jumping away and running from the food silos. After a short check of the Silos, your officers declare them to be clear of all parasite biosigns. They have posted sentries at all 3 entrances, leaving the one leading to you open.

Your order your troops to rest for about an hour. The parasites see this as a weakness, and do a small frontal assault on the grain silo. Their charge is not fast enough and your troops manage to pick of quite a lot of them. Unfortunately their weapon fire is quite uneffective and only an already weakened parasite group goes down.  The parasites reach the silo, and fighting begins. They manage to do some damage, before taking off and fleeing again. You continue to wait, and as further attacks stay out morale improves again.

You then order your troops to do a full frontal assault on the control room. 4  wounded standard troops stay behind to defend the silos, while the flamers patrol the outside. The control room seems deserted, untill the aliens start to attack from all directions. There are only 5 of them, but what is worse is that you have found what the strange biosign is. It seems to be the parasite itself. While weak, your troops will want to avoid all contact. The infected attack furiously, but after some closecombat fighting only one of your troops is hurt.  Then the parasites attack, but your troops manage to barely preserve each other from their infectous capabilities.

Your troops fire back, utterly slaughtering the overwhelmed parasites. They infectors are killed first, and then the others are taken one. One group of infected manages to escape, though gravely hurt.
Meanwhile, your troops still report an all clear on all sides.

You split up your troops, as such that the wounded are divided equally among them. You break up the patrols outside the facility, and prepare to assault the 2 cloning centers. The assault on Cloning center Alpha works well. Unhampered by the need to avoid collecteral damage your troops manage to mob up all of the ambushes and push the enemy back. Their push ends near the cloner, where a group of 6 Infected has made their last stand. Despite your tactical advantage, your troops fail to break their lines, and slowly they start pushing you back. While your troops take some casualties, they manage to stand their ground, pinning down the parasites inside the Cloner.

Meanwhile, the other group is attacking cloner B. One of the groups has a bit of problem with an ambush, but the other group overruns the ambushers, forcing them to retreat. Just like at the other side, the parasites are quickly overrun and send back, and here too they manage to set up a barricade in the cloner. There are 6 infected waiting, so your troops charge, hoping to break the barricade. Your troops cut through their lines, sending them to run back to the maturing facility in panic, and with heavy losses.

Meanwhile, your ship tells you that a small group of parasites and infected has made their way out of the facility, and is heading towards the countryside.

You order your your team in Cloning center A to continue the attack, then tell one team from group B to go and chase the fleeing parasites. Your soldiers attack the cloner again, pushing through with sheer force rather then any special tactics. The enemy gives severe resistance, but they can't stand against your overwhelming force. They've already taken serious losses , and so decide to retreat. They manage to push by your forces, inflicting no damage at all and manage to head to the maturing and Education center.

Meanwhile the other group is still chasing the fleeing parasites. Evacuation is sadly proving problematic, and people are panicking in the street. The police has lost all control of the situation. Luckly however, the parasites still have to travel some time before they can reach the nearest location. Your troops are able to get a better sight on the parasites though. There are five groups of infected, many wounded and 2 groups of parasites.

Your group your troops and order them to charge the maturing center. You troops runs into an ambush, but manages to break through it. Several aliens fall to their weaponry, but eventually they are pushed back. Your troops take some casualties, and are forced to retreat. No units are killed though.
Meanwhile an enormous sonic boom shakes the entire building as the UFO comes down at 6 mach to bombard the aliens. In a single bombing run it takes down several of the parasites units. Sadly your units fail to catch in on them quite yet.

Your troops finally manage to catch on to the fleeing parasites. However, they are a bit to late to realise they ran into a trap. Nevertheless, they manage to stop their initial assault and after a short firefight they managed to eliminate most of them, and even subdue a small amount of infected. Meanwhile you order your troops to be switched out. The wounded are to go and patrol the perimeter, while the other are to attempt another charge. A frenzied firefight ensues, with infected dropping like flees. The few remaining infected try to escape through the back door, but are met by an overwhelming resistance and are all killed.

Victory


Spoiler: Minimap (click to show/hide)
[/i]

Begin situation:
Your soldiers
5 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:Bug Vanquisher
10 soldier battalions [2 attack 2 defense [10/10]

Enemy
20 Infected [2 attack, 0 defense 10/10]
4 Parasites [2 attack , 0 defense 5/5]


Your soldiers
Morale: Good

Outside
1 Flamethrower soldier Battalions [3 attack 2 defense[9/10]] Traits:Bug Vanquisher
1 soldier battalions [2 attack 2 defense [6/10]
1 soldier battalions [2 attack 2 defense [6/10]
1 soldier battalions [2 attack 2 defense [4/10]
1 soldier battalions [2 attack 2 defense [3/10]

Charging
1 Flamethrower soldier Battalions [3 attack 2 defense[3/10]] Traits:Bug Vanquisher
1 soldier battalions [2 attack 2 defense [8/10]
1 soldier battalions [2 attack 2 defense [9/10]
1 Flamethrower soldier Battalions [3 attack 2 defense[8/10]] Traits:Bug Vanquisher
1 soldier battalions [2 attack 2 defense [10/10]
1 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:Bug Vanquisher
1 soldier battalions [2 attack 2 defense [6/10]

Chasing
1 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:Bug Vanquisher
1 soldier battalions [2 attack 2 defense [9/10]
1 soldier battalions [2 attack 2 defense [7/10]

Enemy

1 Infected [2 attack, 0 defense 1/10] [captured]


Effects:
- Control over medium damaged cloning center gained. 2 IC to repair
- 1 Infected captured
- Troops(I spread the damage to make keeping track of things easier)
5 Flamethrower soldier Battalions [3 attack 2 defense[8/10]] Traits:Bug Vanquisher
10 soldier battalions [2 attack 2 defense [7/10]Close combat carnage
- The general populace didn't like to see so much wounded. Polls indicated that restarting the cloning center would be an unpopular decision.
-Trait gained: Recurring enemy: Parasites




On another note: How would you like it if I used a sort of heroes and governement system. These would pereodically arise, and give bonusses based on their treats. They can be anything from fleet commanders to governers. Players would start with one leader/governement figure. If you decide you want it, I'd need to following information.

Leader Name and title:
Governement system: (What sort of system is used to rule your people. A democrazy would mean your leader is changed every so often, while a dictature would amplify the leaders bonusses and negative effects)
AVerage time between ruler change: SHort, medium long.
Bio and character: I need to draw 2 bonusses and 1 negative effect from it, so be a bit descriptive;
« Last Edit: June 02, 2012, 06:41:46 am by 10ebbor10 »
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #290 on: May 31, 2012, 01:08:02 pm »

I have updated my turn.

Effects:
- The general populace didn't like to see so much wounded. Polls indicated that restarting the cloning center would be an unpopular decision.
-Trait gained: Recurring enemy: Parasites
I expected a morale hit from the evacuation order. Reducing morale by continuing to use the cloning center means nothing to me!
I'd much rather fight parasites than have a civil war.



On another note: How would you like it if I used a sort of heroes and governement system. These would pereodically arise, and give bonusses based on their treats. They can be anything from fleet commanders to governers. Players would start with one leader/governement figure. If you decide you want it, I'd need to following information.

Leader Name and title:
Governement system: (What sort of system is used to rule your people. A democrazy would mean your leader is changed every so often, while a dictature would amplify the leaders bonusses and negative effects)
AVerage time between ruler change: SHort, medium long.
Bio and character: I need to draw 2 bonusses and 1 negative effect from it, so be a bit descriptive;
Sounds fun.

Leader Name and title: The Great Kobcho
Governement system: Despotism
AVerage time between ruler change: Long
Bio and character: Kobcho's line has ruled unbroken over significant amounts of land for over 2000 years. As the heir apparent, he spent thirty years being groomed for the role before taking up the reins of government. He is somewhat arrogant because of this, and decided that the time is right for his people to expand beyond their homeworld. He likes technology, which he will use to further his goals of ensuring his people come out ahead. He believes his race to be vastly superior to carbon-based life (they just need a bit of time to catch up on technology), and follows the belief that the Chrykavs were engineered to be the ultimate race.
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #291 on: May 31, 2012, 01:46:46 pm »

Leader Name and title: GDCAG (The one who grow smartly). And he has no formal title, It's just his opinion is respected and have great influence on direct democracy decisions

Governement system: Direct Democracy (but older, bigger plants have more votes)

Average time between ruler change: none (there are no formal leader, everything is decided via referendums)

Bio and character: GDCAG is one of the few familyless Cornovans that got respect, mainly because he was the first, who started to develop more avalanched Teker training and usage and created modern Cornovan fields, before his ideas, Cornovans grew among other plants, coexisting peacefully. But CDCAG insisted that wild, inferior plants should be seen only on farms, where they serve as food for Tekers and other livestock. So, during his rule, Planius lost most of i'ts native plant life and vast, dangerous forests got replaced with highly organized cornovan fields.
Also during his rule, many labs was built, GDCAG thinks that the only way to solve expanding problem is new technologies and improve the planet. On other hand he hates the whole idea of going in space, because he is sure that splitting Cornovan population between different planets will bring huge problems, so it's better to  improve own planet, instead, and turn it one endless green carpet
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Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #292 on: May 31, 2012, 11:55:48 pm »

Leader Name and title: High Queen Kalerria
Governement system: (Semi-Democratic. The High Queen can be over-ruled by a 75% supermajority vote from the Congress of Queens. This hasn't happened in a long time...)
AVerage time between ruler change: (Long. High Queens are picked at a young age, expressly so that they can have long and stable reigns)

Bio and character:
Kalerria was born to the Queen Caste of the Vespara Trenchlings, a blind and albino subspecies that prefers to live deep inside of cave systems. When she failed to reach puberty at age 6 Kalerria was subjected to genetic testing that revealed she was infertile. Kalerria had won the genetic lottery; she had the respectable title of queen without the crippling obligation of mass motherhood that came with it.

Sent to the surface to make a name for herself Kalerria quickly took a management job at a large factory. The first couple years in this industrial position were confusing to the young queen, who's tribe back home had made it's simple living hunting and prospecting, but by the time she turned 13 Kalerria was in charge of the entire facility. Kalerria by this point understood the basics of the industrial process, but preferred to leave those details to those directly below her on the chain of command. Kalerria's strength was marketing. She was able to regularly secure private and government contracts for her factory, even when others offered cheaper bids.

Kalerria achieved global fame when her factory, along with several other companies, proposed the Superhive Project: An attempt to get the planets entire population into several mega-cities. Kalerria was chosen to pitch this idea to the Congress of Queens. The young queen's speech to the congress was the stuff of legends; Kalerria went beyond the basics of the Superhive Project and painted a picture of a Vespara people who's population stretched to the stars! The project was approved, changing the course of Vespara society forever.

A year to the day after the Superhive Project was approved High Queen Orgnorth died after a brief illness. Every infertile young queen on the planet turned up to addution in front of the congress for the title. Several of these competitors had prestigious political careers already, and others great pedigrees. The competition however literally began to die off in a series of execution style murders. When it came time for the Congress of Queens to render their decision Kalerria was the only canidate left who had any name recognition whatsoever, and was given the high crown be default. Kalerria must still from time to time shake the rumors that she, or perhaps the powerful industry interests that supported her, ordered her competition killed.

As a leader Kalerria prefers to promote the decisions and ideas of others instead of running the planet herself. Many consider her to be simply a powerful mouthpiece for the Nationalist Expansionist Party of Arthropoda (NEPA). NEPA supports science and industry dedicated to spreading the Vespara among the stars. NEPA's mission statement 'To spread our race across the heavens at any cost' makes it clear that in advancement there is little room for ethics; this makes some citizens nervous.

Despite her sometimes unpopular political views Kalerria's personal approval ratings remain fairly high. Her silver tongue and ability to pass the blame as earned her an air of safety in her position. She is also loved as a public figure; her weekly speeches are widely viewed.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #293 on: June 01, 2012, 01:34:55 am »

Kudos to Ebbor, cool game, cool battle. You are probably the best MP game master at the moment.

Leader Name and title: Chairman Sorgarth.

Governement system: Aristocratic republic.

Average time between rulers change: Short/medium. (Although, the different leaders tend to reoccur)

Bio and character:
The Magnologers have developed quite a strange political system. Since they are quite an altruistic, and very intelligent race, the population often accept the aristocratic system. Although, every man and woman have there full right to protest and free speech is encouraged.

The Magnologers are ruled by a council divided into several parties explained below.The parties originate from diffirent large interest groups within the Magnologers, and the people representing these interests are the best of the best from every group. Although, only one of the parties have full authority at any moment, while the others only have a advisory role. Like I mentioned before, the race is quite altruistic, and only when a party think they are more suited to rule during a certain event they call for a change of leaderparty. Its not unusal that the leaderparty itself are the ones calling for the vote. If that is the case, a vote within the council decides which party are fit to rule during that time, depending on the circumstances. Because of this, the ultimate leadership of the race changes quite often, and smooth.


The Expansionists: The party, which gladly wants to colonise space, people from every corner of Thorcas end up in this party. They are good diplomats, and ready to take on the world that is out there. Usually to the expanse of our only people. They are considered one of the more elitistic parties in the council. Always ready to sacrifice for the greater good.

The Populists: Experts on maintaining a good approval rating, the populists are representing the people. They act as a counterbalance against the Expansionists. They are usually elected when the approval rate of the people falls. They are usually more sloppy with the economy than the other parties, and prefer to create large parties rather than investing.

The Warparty: The Warparty, obviously representing the military, experts on warfare. They are elected during times of crisis, both inner and outher. They will defend Thorcas to the very end, and everyone are very capable in their field of expertise. However, they are short-sighted, and when elected, focusing every resource on the planet towards the military.

The Economists:
People from the business world, ready to take on the economical needs of the government. They are usually elected during economical booms or recessions. They are very capable, but usually neglect the need for research, which tend to slow down during their regime.

The Technologists: Scientists and doctors, highly focused on improving the technological standard on Thorcas, ususally to the expense of everything else. They are very pacifistic, and are against every active aggression move against another world. Which leads to an endless debate between The Technologists and the Warparty.

If needed, another party could be elected into the council.

(I leave it to the GM to decide which party who rule at the moment)


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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #294 on: June 01, 2012, 07:58:52 am »

Name: Zykel Title:High Explainator

Government: A very direct democracy that is set up to take use the Ageless Ones telepathy in: elections, in streamlining the Bueracracy, and in to explaining to the people what the hell your doing.

Time Between Leaders: usually medium but if something is managed badly the people can call a vote to oust him.

Bio and character:
An old scientist Zykel was one of the most famous on the planet before the election and pretty much is now (Xinchi does the infrastructure and the like). Zykel being an old scientist loves technology and beleives it will be needed in the expansion but a peaceful expansion. On the other hand most Ageless do not beleive massive wars can take place if a species if sentient, because in this society your born old and you begin education as soon as you have been decanted. This means while he does accept that other sentients might be hostile he is incline to believe that they won't be and as such favors a smaller military.   
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #295 on: June 01, 2012, 12:42:00 pm »

Seems like we'll be doing that then. I will implement them at the end of next turn.

Leader Name and title: The Great Kobcho
Governement system: Despotism(Leader has a greater effect on nation. Smaller change of peaceful forced change of governement)
Average time between ruler change: Long (20 turns)
Heir apparent (Smaller chance of uprising and such)
Tech focused(+25% research)
Supreme race. (-4 to extraterrestial diplomacy rolls)
Bio and character: Kobcho's line has ruled unbroken over significant amounts of land for over 2000 years. As the heir apparent, he spent thirty years being groomed for the role before taking up the reins of government. He is somewhat arrogant because of this, and decided that the time is right for his people to expand beyond their homeworld. He likes technology, which he will use to further his goals of ensuring his people come out ahead. He believes his race to be vastly superior to carbon-based life (they just need a bit of time to catch up on technology), and follows the belief that the Chrykavs were engineered to be the ultimate race.

Leader Name and title: GDCAG (The one who grow smartly). And he has no formal title, It's just his opinion is respected and have great influence on direct democracy decisions
Governement system: Direct Democracy: Allows for multiple leaders, but each leader has less effect. Changing can be done without trouble and risk of uprising is diminished
Respected Cornovan(Seriously diminished risk of uprisings)
Tech focused(+12.5% research)
Capitalcentric(Bonusses apply only to your homeplanet)

Leader Name and title: High Queen Kalerria
Governement system: (Semi-Democratic. SMaller chance of uprisings. Controversial desciscions might be vetoed, but generally aren't.)
Average time between ruler change: (Long. 20 turns)

Bio and character:
Industrial background:(+ 12.5% IC production)
Silver tongue(Reduces back morale from failures, bonus to stability)

Spokesperson of shady organisations.(Can be manipulated by industrialistic organistations and NEPA. Better don't disappoint them.)

Leader Name and title: Chairman Sorgarth.
Governement system: Aristocratic republic.(Frequent leader switches but an overal stable system. Bonus to stability and can switch parties at will))
Average time between rulers change:Short-medium (5-10 turns-

The different parties

The Expansionists: The party, which gladly wants to colonise space, people from every corner of Thorcas end up in this party. They are good diplomats, and ready to take on the world that is out there. Usually to the expanse of our only people. They are considered one of the more elitistic parties in the council. Always ready to sacrifice for the greater good.
Diplomatic:+2 to diplomacy
Expansionistic: Small bonus to pop growth
Heads in the sky: -1 to domestic affairs

The Populists: Experts on maintaining a good approval rating, the populists are representing the people. They act as a counterbalance against the Expansionists. They are usually elected when the approval rate of the people falls. They are usually more sloppy with the economy than the other parties, and prefer to create large parties rather than investing.
Populist: +5% bonus morale/turn
Voice of the people: Smaller chance of revolutions
Bad economists: -12.5% production

The Warparty: The Warparty, obviously representing the military, experts on warfare. They are elected during times of crisis, both inner and outher. They will defend Thorcas to the very end, and everyone are very capable in their field of expertise. However, they are short-sighted, and when elected, focusing every resource on the planet towards the military.
Warparty: +2 to military rolls
Patriotss: Can draft patriots and militia without immediate happines loss
Wartime economy:-1 to all non military rolls

The Economists: People from the business world, ready to take on the economical needs of the government. They are usually elected during economical booms or recessions. They are very capable, but usually neglect the need for research, which tend to slow down during their regime.
Economists: +12.5% production
+1 to trade negotiations
Keep it simple: -12.5% research

The Technologists: Scientists and doctors, highly focused on improving the technological standard on Thorcas, ususally to the expense of everything else. They are very pacifistic, and are against every active aggression move against another world. Which leads to an endless debate between The Technologists and the Warparty.
+12.5% research
Pacifists: +2 to diplomacy
Pacifists: -4 to military rolls
I'd leave that to you, but if you don't want to choose it'll be the economists.

Name: Zykel Title:High Explainator

Government: A very direct democracy that is set up to take use the Ageless Ones telepathy in: elections, in streamlining the Bueracracy, and in to explaining to the people what the hell your doing.
(Non existent fraud; leaders have higher influence).

Time Between Leaders: 10 turns
Scientific( +25% research)
Respected citizen(Smaller chance of uprisings)
Peaceful( -1 to military actions)

Bio and character:
An old scientist Zykel was one of the most famous on the planet before the election and pretty much is now (Xinchi does the infrastructure and the like). Zykel being an old scientist loves technology and beleives it will be needed in the expansion but a peaceful expansion. On the other hand most Ageless do not beleive massive wars can take place if a species if sentient, because in this society your born old and you begin education as soon as you have been decanted. This means while he does accept that other sentients might be hostile he is incline to believe that they won't be and as such favors a smaller military.   
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #296 on: June 01, 2012, 02:26:29 pm »

The Economists it is then!
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #297 on: June 02, 2012, 08:51:20 am »

Turn 14

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:
Basic part of a Space Station[Not enough metal. Basic station parts cost quite a lot]
Small Terraformer

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

Research:
Mass Drivers[1 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.]*
*Requires a spacestation to be located in.
Jump gate research: Research indicates there to be 2 possibilities. Either researching the construction of our own Jumpgates, or portable ones.
             - Jumpgate construction[Allows construction of orbital jumpgates. 20 IC, 10 raremetals, 5 science artefacts, 20 fuel, 10 size] [0/100]
             - Portable jumpdrive [0/15]

Other Things:
Some propose that instead of building our own station, we should modify and expand the jumpgate. Sadly there isn't much expansion capability there. Several people are also of more thouroughly scouting this system for resources.



Leader: Xinchi
Race: The ageless ones
Abilities:
Genetic modification
Connected
Spoiler: Heroes (click to show/hide)

Spoiler: Planet (75% Happines) (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Large planet (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Warehouse (click to show/hide)
Spoiler: Fleet (click to show/hide)
Spoiler: Research (click to show/hide)
Improved Metal Mining:[Increase mine output by 25%.(Rounded down)]
Spoiler: Home System (click to show/hide)
Spoiler: Nova system (click to show/hide)

Building

Either ways build a cargo ship load (not enough IC) 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.


Research
Magnetic shields: Allows you to add shields to ships. +2 defense. Cost: 2 IC [0/30]

Workforce
???

Domestic news
Nothing important happens.

Name Leader: High Queen Kalerria
Race: Vespara
Abilties:
Amphibous
Superhives
Spoiler: Heroes and leaders (click to show/hide)

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)
Spoiler: New system (click to show/hide)
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) You find nothing

Research:
Lab 1: Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][6/30]
Lab 2: Research the captured aliens. Try to figure out their language and religious customs to the point where we can impersonate their gods.You manage to find out a bit more about the aliens, including cracking their language. Impersonating their gods won't be that easy, as most of them are seagods and they aren't exactly religious. Still, there are several possibilites.

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.Your ship jumps away. After a few moments you get the first raports, and soon you understand why there's no live here. The local star is nearing the end of it's life, and the few planets that are there are being baked. One planet was already torn apart. Also of note is the Supergasgiant, which lies near the outside of the system. The scout is currently in a position where the sun doesn't threathen it.


Leader Name: Kobcho
Race: Chryka
Abilities:
Living rock
Metamorphose
Spoiler: Heroes (click to show/hide)
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:
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)Cloning efforts go well, and cloned population is added to the society. Resistance against this is less then expected.
Soldiers: 3
2 pop becomes 8 IC

Research:
1 lab researches single population hostile-environment city-mines. [8/20]
1 lab studies the parasite and battle reports, looking for better methods of fighting them.It seems the parasites tend to neglect their defenses, increasing our weaponry shoudl make them easier to kill. Also, as they can only fight in melee, tanks and artillery can be used to safely destroy them. They also find out a bit about their origin. Genetic testing indicates that the infection is primaly based on defunct copies of several key genes. Research of infector remains results in another stunning discovery. Rather then being a different species entirely, the parasites seem to be mutated Kobcho's. Finding out which genes and mutations cause the parasital transformation would require a serious investement of labtime, however. This also explains why they cropped up in the cloning center. There only had to be one infected to infect the whole batch, who could then take over the facility.

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.Nothing found, all parasites are dead

Name Leader: Sorgarth
Race:  Magnologers
Abilties:Bunkers
Great engineers
Spoiler: Heroes (click to show/hide)
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: Storage (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:
Try to repair mines. Minerepair succesfull
Build mine on colony, and let the new pop mine it.

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

Research:
Reverse engineer some of the more advanced weapons we bought from the aliens. Try to apply their design to large ships.
[4/10. Light ballistic weaponry. Cost per ship: 1 IC, +1 to attack]

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

Other:
Announce a Kardish price (Nobel price), Kardish was an old scientist who made it possible to start colonise the stars. 2 Luxury goods should be awarded to the scientist who made the biggest breakthroughs in their respektive fields. (Long term investment) The announcement goes well. The Kardish price is firmly established into the higher scientific society and will be held every five turns. You already now that several scientist are doing secret projects in their free time which they plan to unveil then.

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: Heroes (click to show/hide)
Spoiler: Planius(65%) (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 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: [Cost: 30 IC Size:10  Orbital system: Attack=10-Solar distance Def: 4  20/20 hp. Boosts farm and cornovan food output by 1.][2/40]

Lab #2 -Roof planting. :Suitable buildings provide their size/4  space that can be used only for Cornovan fields and farms [0/10]

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)] [3 turns left.]

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

Misc: spend luxuries to increase happiness Minor effect
Population growth is high.
« Last Edit: June 02, 2012, 11:04:59 am by 10ebbor10 »
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #298 on: June 02, 2012, 09:20:39 am »

((Kobcho is the leader's name. The species is Chrykav ... Can the parasites being mutated from the ruling line be canon?
I don't think my food stored is accurate, as my farms create 25 food per turn, and I went from 5 stored to 5 stored.
I only got +1 farm from this, likely because I only partially changed it from 1 farm to 2.:
Construction on Chryskav III:
4 IC available
-2 IC, 1 metal: Repair UFO
-2 IC: Farm
))

Construction on Chryskav III:
1 IC available
No production.

Workforce:
18 pop available.
Farms: [6/6]
Mines: [0/3] (Metal)
Laboratory: [6/6]
Fuel Distillery: [0/2]
Observatory: [0/1]
Cloning center: [2/2] (Cloning)
Transported: 1
Soldiers: 3

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

Military:
Flamethrowers take shifts regaining strength and having 3 battalions stationed at the cloning centers.

Fleet:
UFO takes 5 food, 1 civilian pop and 1 soldier pop [with 5 standard soldiers] to Chrykav II. The civilians will turn into a city and two farms.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #299 on: June 02, 2012, 09:35:51 am »

((Kobcho is the leader's name. The species is Chrykav ... Can the parasites being mutated from the ruling line be canon?
I don't think my food stored is accurate, as my farms create 25 food per turn, and I went from 5 stored to 5 stored.
I only got +1 farm from this, likely because I only partially changed it from 1 farm to 2.:
Construction on Chryskav III:
4 IC available
-2 IC, 1 metal: Repair UFO
-2 IC: Farm
))
-If you want it to be so, yes. I didn't intend it though
-Nope, that's an error. Fixed. Your cloning center eats food too.
-So there's a farm missing ?
« Last Edit: June 02, 2012, 09:37:34 am by 10ebbor10 »
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