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Author Topic: Colonizing the stars: Forum game (6/6) Turn 17 up  (Read 32648 times)

10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #360 on: June 24, 2012, 04:06:12 pm »

Soo .. "throw lots of people at the problem" chances of failure, or "don't even try" chances of failure?
I suppose you can still try, but expect fail chances to be over 75%.

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

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.
They don't need to know...

Btw, you can always recycle it after usage.
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 16 up
« Reply #361 on: June 29, 2012, 01:50:16 pm »

Superquick update from an macstore in Budapest incoming.

Traderoute:

6 metals to homeplanet.

4 food and 6 IC to colony.


Population:

Population:
18 pop available.
Farms: [6/7]
Mines: [2/2] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [2/2]
Soldiers: 1

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

Build: Industry on Ashima. Upgrade 1 bunker.
Destroy one mine on home planet, build 2 farms.


Other: Arm our trade fleet with our new guns as a simple safeguards. (-2 IC)
Spend 4 luxury goods to encourage space trade and travel.

Sorrí if I make any mistakes, this keyboard is crazy and I don't have much time.


« Last Edit: June 29, 2012, 01:51:56 pm by Evil Marahadja »
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 1 up
« Reply #362 on: July 09, 2012, 05:29:50 am »

Turn 17

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
Researcher(25%)
Peoples hero(less change of revolts)
Bloody background(change for revolt when repressing people)
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 tanker ship: 4 IC, 0/15 fuel, (Spaceport required. Allows refueling in orbit and midflight)

Movement:
Both Fighter Squadrons return to Zelterra for refueling

Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory  (I assume you wanted it this way, considering the mines can only employ 2 pop units)
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] [60/100]
             - Portable jumpdrive [0/15]
Orbital Habitat Modules: [Gives +1 pop cap to any cities constructed in orbit. 2/15]

Other:
-Population growth threatens to stress food supply
-Research goes decently, and different ways to combat the algae are devised. Burning seems to be the most effective, but barricades and preventing them from getting light work too. As for the research opportunities, you could either modify the algae to deploy it on other planets, or extract the poison. It seems to be ome kind of neurotoxin, which can quickly kill, or if used in correct dosages, incapacitate.
-Your scientists report an enormous breakthrough in jumpgate research. They guess they are now farther than halfway done.
-The scout makes an interesting discovery on Kylon. Apparently, it is orbited by an exceptionally large moon, which has it's own atmosphere and is quite similair to your home planet. It might even be habitable.

((That were some lucky rolls. Especially nat critting a d100 twice ))

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)

Construction and transport
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.

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.[7/10] (This is just the effect of the basic of the nanotech tree. You can develop the individual functions later.)

Other
No heroes apply. The doctrine is passed, but it's rather weak and not much of an improvement on existing laws

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: Planetary Nebula (click to show/hide)

Construction:
Factory

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

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

Research:
Lab 1: Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][8/30]

Other:
The plague dropping goes well. Most of the major population centers have been taken, and the plague is spreading fast. Estimates are that it will have killed 99% of the population within 3 turns. A large amount of peopleis asking for communications to be started with the aliens. At the moment they know nothing of the plague

Scout: The scout jumps again, but just ends up in the middle of empty space. Nothing to be seen here.

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)

((You have me marked as having 3 labs with 2 workforce.)) (I know. I forget stats sometime. I use the correct numbers though.)

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.[Hostile environment mine. Size: 2 3 IC]  [ 7/20]

Other:
Overcrowding causes unhappiness.


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)

Traderoute:

6 metals to homeplanet.

4 food and 6 IC to colony.


Population:

Population:
18 pop available.
Farms: [6/7]
Mines: [2/2] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [2/2]
Soldiers: 1

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

Build: Industry on Ashima. Upgrade 1 bunker.
Destroy one mine on home planet, build 2 farms.


Other: Arm our trade fleet with our new guns as a simple safeguards. (-2 IC) . Done
Space trade flourishes, however, there are a few problems. At the moment a few mighty trade conglomerates are forming, absorbing independent traders as they go. It's your choice wherether you support them or the individual traders. The conglomerates will be able to do more, but there's the risk of a monopoly. Getting the individual traders to do your bidding would be a adminstrative problem, but at least they won't demand outragous prices.

Also, a few people would like to construct an orbital shipyard around Thorcal. They would like you to contribute 20 IC* and 15 Metal. The spacestation would have the following specifics.
Size: 10/10
    -Medium Shipyard: 5
    -Civilian trade center, stockpiles and shipyard: 5

*Racial bonus is already included
[/quote]

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 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]

________________

2) Sealed cornovan field [2 size. 10 food, 5 IC cost. 0/2 pop cap. (Diminshes solar food production by 1)] [6/20]

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

________
No progress is made on trying to get civilian interest for extraplanetary operations.
Pop growth is slow but consistent.


(((I might have made some errors. I finished this update halfway some time ago and only now finished it, so...)))
« Last Edit: July 25, 2012, 12:45:49 am by 10ebbor10 »
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #363 on: July 09, 2012, 06:22:57 am »

It's look awful... I see no good ways to develop, running out of space,  no nice planets to colonize, no good use for IC, should change strategy somehow

BTW,  food looks wrong, I should have 13+13+20-24-10 = 12 food
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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 17 up
« Reply #364 on: July 09, 2012, 06:27:52 am »

It's look awful... I see no good ways to develop, running out of space,  no nice planets to colonize, no good use for IC, should change strategy somehow

BTW,  food looks wrong, I should have 13+13+20-24-10 = 12 food
Spacestations can help, extra space, and is still considered part of your capital.

And fixed that. Must have subrtracted that field twice.
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SoHowAreYou

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #365 on: July 09, 2012, 08:18:50 am »

Recall Construction and cargo ships

Try to  strengthen the doctrine and begin to run simulations of battles with our computers

Put the person on slightly larger rock than former center of the universe on the farms.

Also continue research, next up? Configurable bullets.

Slight change of plan the subatomic robots are going to change, but I won't tell you to what yet.

I will send a PM to Ebbor now
« Last Edit: August 02, 2012, 05:28:07 pm by SoHowAreYou »
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #366 on: July 10, 2012, 02:08:47 pm »

Traderoute:

6 metals to homeplanet.

4 food and 6 IC to colony.

Population:
18 pop available.
Farms: [6/7]
Mines: [2/2] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [2/2]
Soldiers: 1

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

Build:

2 mines on Achima

Research:
Underground farms.

Other:

Support the larger companies. However, create laws forbidding a single company to own more than 20% of the traderoute. Also give a slight subside for smaller indiependent  companies.(1- Luxury goods per turn) 

Accept the proposal. Promise that they will have the resourses within 5 turns.

Have an action for the jumpdrive, ask what promises the larger companies can give us if they get the jumpdrive.

Subside space colonisation and exploration for companies. (5 Luxury goods) (Outside of the tradefleet)

« Last Edit: July 25, 2012, 04:31:13 am by Evil Marahadja »
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Ukrainian Ranger

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #367 on: July 10, 2012, 05:19:04 pm »

Construction:
1 construction ship
1 Cornovan field on labs roofs

Workforce (22 available):
Farms: [5/5]
Mines (Metal): [3/3]
Factories (IC) [6/8]
Labs [8/8]
Observatory [0/1]

________________
1) Fuel scooping ( ships can spend one turn near suitable gas giant and get some fuel)

2) Sealed cornovan field [2 size. 10 food, 5 IC cost. 0/2 pop cap. (Diminshes solar food production by 1)] [6/20]

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]

Misc:
Encourage marriages between scientists. Replant newly formed families to the lab roofs. ( attempt to create specialized research pop or two)
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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.

Weirdsound

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #368 on: July 10, 2012, 05:56:50 pm »

Construction:

Workforce:
5 in farms
2 in mines
6 in Factories (Make IC)
2 in the labs purging records of the genocide plague's existance
2 in the labs researching recreational drugs (The ability to grow luxury goods, or to convert food into luxury goods, perhaps at a lab)
2 in the distillery
1 in observatory (Keep an eye out for local cosmic or alien events)

Other:
Scout Ship: Return home and refuel. Along the way 'discover' that the population of the neighboring planet is dying of a mysterious plague.
Leader: Announce that the neighboring race is dying off due to a strange ailment, and that an effort to colonize their planet and help them rebuild their race will soon be made. Distribute 7 food to the population to encourage reproduction, and place any newborn population units in suspended animation on the construction ship with the promise that they will wake up on a new world.
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Nirur Torir

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Re: Colonizing the stars: Forum game (6/6) Turn 9 up
« Reply #369 on: July 10, 2012, 06:22:30 pm »

Construction on Chrykav III:
16 IC available
-6 IC: Construction Ship
-10 IC: Train new soldiers as an armor group: 3 tanks, 1 standard unit, and 1 artillery unit.

Workforce on Chrykav III:
19 pop available.
Farms: [5/6]
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: 4

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

Fleet:
-
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Evil Marahadja

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #370 on: July 13, 2012, 04:38:42 pm »

Btw, what does my civilian trade do? Does it give passive bonuses? Does the trade route cost less fuel or can I transport more?

And, same zith happiness, does it create random events (which I have missed) or passive buffs?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #371 on: July 24, 2012, 02:54:31 pm »

Btw, what does my civilian trade do? Does it give passive bonuses? Does the trade route cost less fuel or can I transport more?

And, same zith happiness, does it create random events (which I have missed) or passive buffs?
1. I haven't actually figured that out yet. At the moment I'm thinking of adding a passive transportation buff. (Not nessecerially controlled by you. (food shortage and civilians will start transporting food, stuff like that)) and the possibility of commandeering transport capacity.

Happiness gives a mix of random event (adwarf got one) and some passive buffs
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adwarf

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Re: Colonizing the stars: Forum game (6/6) Turn 15 up
« Reply #372 on: July 24, 2012, 11:53:15 pm »

Construction:
Build a Tanker to carry fuel to other ships

Movement:
One fighter squadron return to the scout fleet

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

Research:
Jumpgate construction
Orbital Habitat Modules

Recruitment:
Enlist a regiment of soldiers and arm them with flamethrowers and boats to fight the dreaded algae

Other:
Begin planning to upgrade the scout fleet with defensive weaponry, weapon ships, and improved sensors. Get an estimate on the amount this will cost.

Questions:
1) Did my starport build after the ship was requested so I couldn't use it or what?
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #373 on: July 25, 2012, 12:39:50 am »

My fault. I forgot to add the ship to the fleet spoiler.
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10ebbor10

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Re: Colonizing the stars: Forum game (6/6) Turn 17 up
« Reply #374 on: September 16, 2012, 03:41:28 pm »

Just a note that I'm probably not continuing this(Though I might pick it up again, I doubt it), but that I have reworked the system into a new game.
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