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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32655 times)

SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #315 on: June 03, 2012, 04:09:47 pm »

Blanket of applications, everything from heightened intelligence, Universal constructors, building material, augments, and medicine (note in context this would be like using the deathstar to kill a fly only much more accurate.) Also lets not forget according to Bohr most things are possible just unlikely to the a point where they would be nearly one over infinity.

Also you should update the turn count.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #316 on: June 03, 2012, 04:38:13 pm »

Blanket of applications, everything from heightened intelligence, Universal constructors, building material, augments, and medicine (note in context this would be like using the deathstar to kill a fly only much more accurate.) Also lets not forget according to Bohr most things are possible just unlikely to the a point where they would be nearly one over infinity.

Also you should update the turn count.
You're planning to attack the Death Star with massive swarms of trained gnats.

What do these do better than normal nanobots?
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #317 on: June 03, 2012, 04:52:33 pm »

Computing per volume/ working at the atomic or sub-atomic level 

Also why do you think I am researching subatomic particles?
« Last Edit: June 04, 2012, 10:43:32 am by SoHowAreYou »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #318 on: June 04, 2012, 11:51:26 am »

Problem is is that in this game, there's no such thing as theoretical research. You just tell me what you want to accomplish, eventually with technobabble included, and then I roll it up.

For example, yout tech can used for a variety of reasons. This forces me to choose one of them( or makes me have no clue what it does). However this makes balancing quite annoying, and sometimes I can get your intent wrong, giving you useless technology. (For example, for your technology I had something proton destroying disentagrator beams in mind, which would take long to research.)

Anyway, just waiting for adwarf now. Still no hurry, I'm busy too.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 13 up
« Reply #319 on: June 04, 2012, 11:53:43 am »

Well O.K. I'll edit the turn but you should update the turn count.
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 14 up
« Reply #320 on: June 06, 2012, 09:10:14 am »

Construction:
Orbital Shipyard

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

Research:
Mass Drivers[1 turn left]
             - Jumpgate construction[Allows construction of orbital jumpgates. 20 IC, 10 raremetals, 5 science artefacts, 20 fuel, 10 size] [0/100]
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 14 up
« Reply #321 on: June 06, 2012, 11:35:37 am »

Ebbor? Where are you?
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 14 up
« Reply #322 on: June 07, 2012, 03:31:02 pm »

Ebbor sorry for double post but this is a bump  while you are on
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 14 up
« Reply #323 on: June 07, 2012, 03:34:51 pm »

There might be updates tomorrow> If not, don't expect any for 2 weeks
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #324 on: June 08, 2012, 01:17:49 pm »

Turn 15

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:
Orbital Shipyard

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

Research:
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] [2/100]
             - Portable jumpdrive [0/15]

Other Things:
The mines produced more metal then expected and this excess metal has gone into the construction of the space station and the orbital shipyard.

((OOC: If you want to have a leader with associated bonusses, please give me a short description of both the governing systems and the leader))
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

Research
Subatomic Nanobots:[Can be used in conjuction with any rolled action, and will then give a small bonus to it,while worsening the effects if the roll fails.[2/10] (This is just the effect of the basic of the nanotech tree. You can develop the individual functions later.)

Workforce
Gen modify 1 factory worker (all factoryworkers are already genmodded)

Fleet movements
Recall construction ship. (One move per unit per turn)

Domestic news
stock all buildings to full and begin asking for volunteers to colonize
You manage to get some volunteers, now you just need some ships to transport them.

((OOC: Names for the planet would be nice))
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:

Construction:
Farm

Workforce:
5 in farms
2 in mines
4 in Factories (Make IC)
4 in the labs
2 in the distillery
1 in observatory (Keep an eye out for local cosmic or alien events)

Research:
Lab 1: Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][8/30]
Lab 2: Research Plague to Exterminate the Neighboring Species [2/20]

Other:
Scout Ship: Scan the Supergiant and jump home.The Supergasgiant turns out to be rather worthless. It's rings might contain valuable resources, but wherether or not they are worth the risks and investements needed to extract them is unknown
Leader: Brief members of congress aligned with NEPA on both our research projects (Subspecies and Genocide Plague) in a top secret meeting. Ask for their input on what project to actively peruse, and by extension what local planet will host our first in System colony.There's a minor majority for the genocide project, but most of the invited members don't like either idea. Not strong enough to activily oppose you, but they won't support you either.


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: ChryskavII (click to show/hide)
Spoiler: Buildings (click to show/hide)
Spoiler: Storage (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:
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)There's some protest against the cloning centers, but no incidents.
Transported: 1
Soldiers: 3

Research:
3 labs research single population hostile-environment city-mines. [15/20]

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.There are some problems, however. It seems  that the squirel like lifeforms have seen the light of the landing spaceship, and now they are moving towards it from all directions. Your troops are awaiting your orders, wherether they are to fire indiscriminatley or something else.


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)

Build:
Cargo ship. Engage Traderoute)
Industry (Ashima)

Population:
18 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: [2/2]
Soldiers: 1

Pop:
(Ashima)
Mines 1/2
Industry: 2/4

Research:
Reverse engineer some of the more advanced weapons we bought from the aliens. Try to apply their design to large ships.
[6/10. Light ballistic weaponry. Cost per ship: 1 IC, +1 to attack]

Trade route:
2 food, 1 pop 6 IC from homeplanet
4 Ore To homeplanet.

Other:
Spend 4 luxury goods on a party to celebrate our great traderoute. The celebration is less succesfull then intended, and fails to increase the estatic mood.
Private investements start to show up among the traderoute.  Mostly these are small ships traveling with your large cargo liners, allowing people to go see their family/ their homeworld for a while.



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:
Basic scout ship
Small spaceport

Workforce (19 available):
Farms: [3/5]
Mines (Metal): [3/3]
Factories [6/8]
Labs [6/6]
Observatory [1/1] (study medium planet)


Research queue (3 labs)

1) 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.]  (I think it should be done next turn) Done

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

3) 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]


Misc: GDCAG - announces that he wants to find a wife. The one who is equally wise as him and will help him to improve the mighty Cornovan race. (As a respected and reknown member of the community, GDCAG is quickly overwhelmed with responses. In fact, he might just have his pick. (Just give a description, and I write up. I might write up multiple for you if you want to. She won't be a full fledged leader, but more of an retinue figure.)

-Population growth continues, but slows down. Well, as long as it doesn't stop there are no problems.
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #325 on: June 09, 2012, 01:46:22 pm »

Damn, my solar system looks crappy so far :(
________________
Construction:
1 labaratory

Workforce (20 available):
Farms: [5/5]
Mines (Metal): [1/3]
Factories (IC) [4/4]
Factories (Fuel) [2/4] (convert 15 food in 3 fuel)
Labs [8/8]
Observatory [0/1]

Research queue (4 labs)
1) Roof planting. :Suitable buildings provide their size/4  space that can be used only for Cornovan fields and farms [0/10]

2) Sealed cornovan field ( Basically a huge greenhouse, same as standard cornovan field but can be built in hostile environments, including airless planets)

3) Sealed mine

4) 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]

Fleet
Scout loads 3 fuel and goes to the nearby gas giant

Wife:

RSCAG (The one with many flowers)
She was one of the more fertile cornovans that caused that rewarding of the most fertile females. And as she is one of the most fertile cornovans (She has thousands of saplings ), that move made her pretty rich. Also she is famous of her gluttony but in the world of plants this make females more attractive, and that in conjunction with young age and fertility was a main reason why she was chosen as a wife
 
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #326 on: June 09, 2012, 03:25:15 pm »

Leader Name and title: Zolas Nisala the High King, known to the people as the Saint King
Governement system: Monarchy
Average time between ruler change: Long
Bio and character:
Zolas Nisala has always cared for the people, since he was a young adult his free time was spent among the people, or working towards ways to help them in their everyday life. He became a natural leader among leaders, and a practiced scientist & inventor from his work to help the people. His path to becoming High King was bloody, and  began when Zolas Nisala was eighth in line for the throne when his older brother, Ilus Nisala, took the throne when their Father passed away. At first his brother was a great ruler, and the people loved him, but soon enough something about Ilus changed, and he became a tyrant ordering genocide on people of different faiths, and those of different tribes. Seeing this, and with his deep love of the people Zolas lead a rebellion against his older brother and the people followed him. After three years of brutal war his people had dwindled from a once great empire to a small nation from the blood shed, ever since the war Zolas has striven to repair the damage his brother caused to their people.

Construction:
Hive City

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

Research:
Jumpgate construction
« Last Edit: June 09, 2012, 03:29:22 pm by adwarf »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #327 on: June 09, 2012, 03:55:57 pm »

 @ adwarf:

Do you construct your city in orbit or are you going to scrap the aquatic shipyard, then built it in the free sapce.
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #328 on: June 09, 2012, 04:18:55 pm »

I wanted to build it on land if that is possible if not then I'll build nothing for now.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #329 on: June 10, 2012, 08:01:22 am »

You could scrap the aquatic shipyard(which is now useless btw) and then build it in the sea.
You can also activate the terraformer( 5IC) and have it remove inconvenient mountains and other terrain features. This might give you a small amount of size, without damaging the reefs or using water space.
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