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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32642 times)

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up (Partially, at least)
« Reply #345 on: June 23, 2012, 08:00:36 am »

Updated
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #346 on: June 23, 2012, 08:07:50 am »

Any info from the scout?
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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.

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #347 on: June 23, 2012, 08:11:49 am »

Any info from the scout?
Oh dear, forgot that. Will add it later.
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #348 on: June 23, 2012, 08:12:01 am »

Construction:
Build a Tanker to carry fuel to other ships

Movement:
Both Fighter Squadrons return to Zelterra for refueling

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

Research:
Jumpgate construction
Orbital Habitat Modules

Other:
Gather volunteers and arm them with flamethrowers, use these volunteers to begin eradicating the new strain of algae, and then have a sample quarantined and sent to a lab. This sample will be researched, and used to test ways to fight it, prevent, and maybe weaponize it.

Questions:
1) What do my bonuses from the background do?
2) Why was my shipyard destroyed? I wanted the city built on land.
3) Can my Scout Fleet do a survey of Kylon to locate resources or such that might be hidden within?
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #349 on: June 23, 2012, 08:33:25 am »

Hm, math check:

1) I think I should have one more research point due to leader bonus

2) 6 IC produced this turn are missing

3) I shouldn't have any fuel, it was loaded in the scout

4) And I should have 3 metal ( Had 5, 4 mined, 6 converted to IC)
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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.

Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #350 on: June 23, 2012, 08:41:28 am »

Construction:
1 cornovan field (use roof space)

Workforce (21 available):
Farms: [5/5]
Mines (Metal): [2/3]
Factories (IC) [6/8]
Labs [8/8]
Observatory [0/1]

________________
Research queue 7RP
1) Roof planting. :Suitable buildings provide their size/4  space that can be used only for Cornovan fields and farms [9/10]

2) Sealed cornovan field

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]

______
Scouts:

Go to the next gas giant but only if 1 fuel is enough to return to Planius, else go to Planius immediately

________
Misc: Starting from this turn start granting 4IC and 2 RP every turn to innovative private companies that interested in commercial  spaceship production and development.  (I want to have some random chance for "free" ships and  "free" fleet related technologies every turn.)


« Last Edit: June 23, 2012, 12:14:25 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.

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #351 on: June 23, 2012, 10:32:20 am »

@UR: Rushing turns is no good. I end up making all kind of errors, I'll recheck the math completly

@adwarf: Do you want the two research programs to run consecutively, or simultanous. Also, orbital habitats are just cities build in orbit, which you can already do. You just need to provide spacestation space. You research denser pop structures or cheaper ones though.

Researcher gives a 25% research bonus; the other a loyality bonus and the negative increases war penalties, especially from civil wars.

1. There was no space on land.
2. The algae would have destroyed it anyway, I was just being nice. It was also useless.
In fact, yes. It wouldn't even cost fuel. Though they should stay in Kylon orbit for that.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #352 on: June 23, 2012, 10:57:02 am »

Fixed
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #353 on: June 23, 2012, 11:40:16 am »

((You have me marked as having 3 labs with 2 workforce.))

Construction on Chrykav III:
13 IC available
-5 IC: Small Spaceport
Destroy a mine.

Workforce on Chrykav III:
19 pop available.
Farms: [6/6]
Mines: [0/2] (Metal)
Laboratory: [6/6]
Fuel Distillery: [0/2]
Observatory: [0/1]
Cloning center: [2/2] (Cloning)
Computer entertainment Facility [0/5]
Converted to IC: 2
Soldiers: 3

Research on Chrykav III:
3 labs research single population hostile-environment mines.

Fleet:
-
« Last Edit: June 24, 2012, 04:05:42 pm by Nirur Torir »
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #354 on: June 23, 2012, 12:18:17 pm »

Edited the turn...

If another Gas giant have no fuel, that will be a problem
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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.

SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #355 on: June 24, 2012, 03:34:06 pm »

Fuel up the cargo ship move it and the construction ship which now has 4 IC with 1 pop and 6 food over to the planet that is larger than the former center of the universe. Build 2 cities on new planet. Back at the home planet construct two new scouts. Make sure the cargo and construction ships have enough fuel to get home.

Recruit a new hero to lead my newly established space command and another one two lead my ground combat. Create a doctrine where troops respect the ones they might with and do not commit war crimes.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #356 on: June 24, 2012, 03:50:49 pm »

Fleet:
Transport takes 2 pop to Chrykav II's moon. They will become IC and build hostile-environment cities. ((If the moon has a size of less than 4, use Chrykav III's moon instead.))
The moon has 8 size. However, your people will most likely not survive long enough to build the hostile environement cities. They might be rocks, but atmospheres are still kinda important.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #357 on: June 24, 2012, 03:54:55 pm »

Soo .. "throw lots of people at the problem" chances of failure, or "don't even try" chances of failure?
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #358 on: June 24, 2012, 03:58:04 pm »

Wow my guys were supposed to be neutral but compared to you Nirur they are like angelic you are evil.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #359 on: June 24, 2012, 04:02:49 pm »

I have this strange aversion towards either building a shipyard on a planet's surface, or building an orbital shipyard without a space elevator. Somehow, throwing people out an airlock and telling them to build stuff seems like a good idea in comparison.

I'M SURE THAT NONE OF MY PEOPLE WILL MIND ME USING CLONES LIKE THIS.

Edit: ..... Or I guess I could just spend the 5IC on a spaceport.
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