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Author Topic: Galaxies: Colonizing the stars [6/6] Turn 4  (Read 10473 times)

10ebbor10

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Re: Galaxies: Colonizing the stars [6/6] Turn 0
« Reply #60 on: August 31, 2013, 09:10:33 am »

All resources can be saved. And I didn't mechanize those because the descriptions were sufficient. At least, I thought so. I can upgrade the heat concealers from a passive effect to a slot using system if you want too.

Terraforming, well. It's mostly used for new settlements. (Capital is already terraformed). You can try to upgrade your environement of an already terraformed planet, but that's quite costly.
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Evil Marahadja

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Re: Galaxies: Colonizing the stars [6/6] Turn 0
« Reply #61 on: August 31, 2013, 09:16:29 am »

All resources can be saved. And I didn't mechanize those because the descriptions were sufficient. At least, I thought so. I can upgrade the heat concealers from a passive effect to a slot using system if you want too.

Terraforming, well. It's mostly used for new settlements. (Capital is already terraformed). You can try to upgrade your environement of an already terraformed planet, but that's quite costly.

No, no real need for that, and thanks for the info. 
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10ebbor10

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Re: Galaxies: Colonizing the stars [0/6]
« Reply #62 on: August 31, 2013, 06:43:06 pm »

Turn 0: Start of an era

Salqwar

With the pirate threat under control Murgh ordered the construction of a scout fleet to search for new trading partners, and lucrative opportunities, amongst the stars. Expansion of the colonial venture at Norgal was less succesfull however. Nothing usefull was discovered, and a swamp swallowed several exploration vehicles, which cost 5 cash units to replace.

A few days after the pirate threat is resolved, a small group of ships escorted by a Frigate enter the system. They don't appear to have hostile intentions.

Spoiler: Battle (click to show/hide)

Scout group Produced
Norgal 25% Explored
Looted 5 industry

Food: 3.5
Industry: 10 (+5)
Science: 35 (+19)
Money: 38 (+21.5)


Ocelotl Empire

Close observation of colonization candidates in the FOXTROT system reveals 2 decent candidates. One's a liquid water moon of a gasgiant, which even has compatible atmosphere and temperature, the other is a barren rock. A barren rock which appears to be pretty rich in minerals, however. (Details in the giant Excel sheet. Link in the bottom of the page)
Research into minimalizing the laser weaponry has a massive breakthrough, reducing the size of the lasers by 33%, without drawbacks in cost, firepower or accuracy. (nat 100).

Attempts to improve infrastructure are appreciated by the citizenry, but prove unsuccessful in improving industry. The burgeoning population of Ocelot does have a positive effect on Industrial production.
         
((Turn is good, though you could've used your free scout group to explore something too))

Food: 9.8125
Industry: (+7.8125)      
Science: (+23.75)
Money: (+11.25)


Otram Boream alliance

Exploration of Biguk continues with great success. New ore veins are discovered, minerals researched, and infrastructure plotted. Once mining begins, benefits can be expected to all levels of society. (Current 75% explored).

The fleet is hastily expanded with repair and scouting vessels, and sets course to the nearest unexplored system. For days, nothing is heard from them. Weeks pass without news. Finally, after 43 days without message, the fleet returns. Their jumpdrives malfunctioned, and they ended up in the middle of space. Luckily, the repair crew was able to patch them up, enough to return to port.

Food: 10
Industry: 15.5 (+15.25)   
Science: 30 (+30)
Money: 33 (+16.5)


The Arresdyl Command

The Mining fleet, escorted by 2 frigates, has begun to set up operations at Iradak. While they can stay here for now, it might be best to divert them to an uninhabited planet in the near future. Their actions are fairly damaging, after all.  On Illidr meanwhile, additional resources have been discovered. (25% explored). Stimulation of the civilian economy to form taxable trading fleets has not yet been met with success, though population growth is resulting in increased growth.

Food: 7.3125         
Industry:3.75 (+5.5625)
Science: 20
Money 5 (+4.25)



The Kroec Confederate

The word of Kro echoes amongst the stars. It's unknown if someone's there to hear it, but if they're they will soon be enlightened. Kroec Military forces patrol trade routes, escorting the little trade that happens around them. Meanwhile, limited military exercises have helped optimize boarding procedures.
((Explore command cancelled. 5 science per colony cost is for uncolonized planets. Colonized planets need 10))

Food: 2.5   
Industry: 6 (+3)
Science: 50 (+25)
Money: 15 (+7.5)


Rethacal

The scout and sentinel prepare for their voyage to an unknown system. Suprisingly, the system they end up in is already inhabited. Many vessels move between the 3 inhabited ships in the system, and 1 massive ship orbits the largest planet.

At home a new candidate for colonization is selected. The planet has a high mineral content, but little plants.

Attempts to improve the scientific output of our civilization are mostly unsuccesfull. Conflicting data formats make a search engine troubling, and the construction of new facilities, while appreciated, carries no significant increase in scientific production.

Food: 7.375         
Industry:7.85 (+7.85)
Science:  20(+20)
Commerce: 31 ( +15.5)





Spoiler: Empire (click to show/hide)

Spoiler: The Ocelotl Empire (click to show/hide)

Spoiler (click to show/hide)

Spoiler: Aresyll Command (click to show/hide)


Spoiler (click to show/hide)
[/quote]

Spoiler: Note (click to show/hide)
[/quote]
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RulerOfNothing

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #63 on: August 31, 2013, 08:58:44 pm »

I think I should only have 11 money (with +5.5 income/turn). Also, do we start off with the ability to communicate at interstellar distances?
Explore Dulalra (-10 Science)
Continue research into Academic Analysis Programs (-10 Science)
Invest all industry into a colonisation group
Make contact with newly discovered sentient race, then send the scout group and escort to search for more star systems
« Last Edit: August 31, 2013, 09:03:36 pm by RulerOfNothing »
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IronyOwl

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #64 on: August 31, 2013, 09:36:19 pm »

Finish exploring Norgal.
Send out scout group to map the rest of the current system
Have the Raspy Star tentatively make contact with the frigate group
Produce another scout group
Claim the pirate station for ourselves
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Ukrainian Ranger

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #65 on: August 31, 2013, 09:58:20 pm »

After the failure of the exploring mission it was decided that few steps need to be made, scientists started their work on better FTL drive and shipwrights constructed a supply group to ensure that fleet can survive in the midst of space for longer times. After that preparations the fleet attempted to reach star system once more

On the home front, it was decided that Biquk should be turned into a new settlement, becoming the first planet inhabited by both Otrams and Boreams.

Additionally, it was decided to provide rewards to private explorers in effort to explore uncolonized planets of the home system

Spoiler: actions (click to show/hide)
« Last Edit: September 01, 2013, 01:47:51 am by Ukrainian Ranger »
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Evil Marahadja

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #66 on: September 01, 2013, 04:25:09 am »

I have to assume that my race isn't totally stupid and decided to do some basic observations over the planets they decided to colonise? Or atleast know how much science/other stats i get from each planet? (I want to know because I don't want to lower be biosphere by one on my colony which happen to produce most SCIENCE!1!)
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Nerjin

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #67 on: September 01, 2013, 06:53:57 am »

    Um... The system is called FOXHOUND actually.

Science
Research both of the following:
  • Advanced Cloaking - Makes the ship harder to detect and allows it to remain invisible for the first few shots.
  • Improved Agriculture

Industry
No commands at this time.

Money

No Commands at this time.

Military
  • Equip all fighters with the new laser weaponry and a cloaking device.
  • Equip both frigates to the brim with cloak [1/3] + Compact Lasers [2/3] = 1 Spot used. Then, if possible, equip them with 4 more Compact Lasers [Should put me to 3 2/3 spaces used]
  • Send the exploration squad to further explore the system.


Spoiler: Vulcan Class: Fighter (click to show/hide)

Spoiler: Psycho Class: Frigate (click to show/hide)
[/list]
« Last Edit: September 01, 2013, 08:03:10 am by Nerjin »
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Knight Otu

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Re: Galaxies: Colonizing the stars [0/6]
« Reply #68 on: September 01, 2013, 07:54:14 am »

The Aresyll Command
The mining fleet was doing its destructive work on Iraradk, but that was a temporary solution at best. The colonial system had several more moons, and one should be an appropriate target for mining. A high density one should work well for that purpose. While it seemed that Yllidr may be rich in ores as well, stripping it would just drop its value as a colony, and it was hardly fully explored. Doing this would cut into the efforts to start the civilian fleet, but in the long term, having Iraradk not be riddled with mining slag was more important.

Explore a moon in the Colonial system, with an eye on high density (and thus hopefully ore richness).
Name the colonial system Allaskrt.
Explore Outpost: Yllidr.
Continue research into Civilian Trade Fleets.
Start the creation of a scout group.
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10ebbor10

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #69 on: September 01, 2013, 11:44:27 am »

I have to assume that my race isn't totally stupid and decided to do some basic observations over the planets they decided to colonise? Or atleast know how much science/other stats i get from each planet? (I want to know because I don't want to lower be biosphere by one on my colony which happen to produce most SCIENCE!1!)
The biosphere is reduced to one when you upgrade to a settlement. Hence it's beneficial to explore as much as you can (You can keep doing it till the biosphere is 1) before upgrading to a settlement.

You can keep a few scientific outposts around, but they'll be quickly outpaced by your more developed settlements as their population growth.

Also, ops: My bad.
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Evil Marahadja

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Re: Galaxies: Colonizing the stars [6/6] Turn 1
« Reply #70 on: September 01, 2013, 02:04:54 pm »

The prophet was pleased. The way of the Kro is spreading thorughout the stars. But there are still a need for expansion and exploration. This is the year/turn of Science. And as the Kro says, it will be done. But the life on the colonies is hard and brutal. Wayland Corp has announced the EC (Exploration and Colonisation) program. Their scienteist are currently working an ways to improve the life on the colonies, Encouraging their growth. 

[spoiler=Turn]
  • Explore all colonies. ( Research -30)
  • Research ways to improve population growth on xeno settlenets. (Research -15)
  • Have four Sabres protect and patroll the trade routs.
  • The rest of the fleet shall work on perfecting boarding actions.
spoiler] 
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10ebbor10

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Re: Galaxies: Colonizing the stars [0/6]
« Reply #71 on: September 02, 2013, 03:35:09 pm »

Turn 2: First contact

Salqwar

A dramatic standout unfolds in space, between a Battleship and a Frigate. The silence continues, while their respective ship computers exchange bits of information. Not that much later, the Raspy Star reports a breakthrough. Contact has been established via a common, computerized trade language.

The exploration of Norwal has failed to turn up the expected results. After months of analyzing data they have almost nothing to show for. Their only useful findings was an area of easily exploited geothermal power, which has been tapped and will provide us with significant amounts of power, a good boon for the planet's developing industry. Your advisors have taken the liberty to allow the next stage of the planet's development.

The Pirate station has been captured, and is ready to be retrofitted. The docks of the original station have to be removed, and replaced with real weaponry. The cost of this retrofit is estimate a 15 IC, though you could also hire civilian contractors to do it, with equivalent amounts of money.

Lastly, a new scout group is commissioned, while the old prepares a general survey of the system. Their report is included below.  You can now direct more in depth searches.

Spoiler: Scout (click to show/hide)

You Estabilished contact with the Rethacal
Norwal has been upgraded to settlement, and fully explored
The Population of Norwal has grown
A new Scout group has been constructed


Food: 8
Industry: 10 (+6)
Science: 24 (+17)
Money: 59.5 (+20)


Ocelotl Empire

Neither research project shows great progress.

The fighters are retooled without great expense. Retooling of the Frigates couldn't take place however, as the cloaking system turned out to be larger than expected. (It takes up 1/3 of all available spots, not 1/3 of one spot).

The scout's report is included below.

Population grows

Spoiler (click to show/hide)

Food: 9.75
Industry: 15.625 (+ 8.75 )      
Science: 23.75  (+25 )
Money: 33.75 (+12.5 )


Otram Boream alliance

A number of supply ship's are commissioned, which are to aid the exploration fleet should a similar incident occur again. Meanwhile scientists are busy working on improving our jumpdrives, though their efforts have not yet been met with succes. Despite this, the fleet sets out again, and this time with success.

Spoiler: System (click to show/hide)

Final exploration of Biggurk reveals a set of easily accessed ore deposits, giving an early bonus to industry. A rapidly expanding settlement is formed.

These are the results of the civilian participation program.
Spoiler (click to show/hide)

Food: 10
Industry:25.75 (+15.25)   
Science: 30 (+30)
Money: 29.5 (+16.5)


The Arresyll Command

An alternative target is sought and found for the mining fleet. It's a small, completely barren moon, that hopefully no one will miss. The mining fleet has already been transferred
and is busy exploiting the moon's surface. On Yllidr, another ore deposit is found. It turns out the planet was far richer than we expected.

Research in civilian trading fleets is again unsuccessful, though a breakthrough is near. At least, that's what the scientists say.

Scout group build
Population grows

Food: 7.25         
Industry:4.3125 (+6.5)
Science: 20 (+20)
Money 9.25 (+5.25)



The Kroec Confederate

The early reports of the colonial exploration comes in. A small geothermal well was found on Dara, a patch of fertile ground on Vera. Nothing interesting was found on Planet Z however.

Colony growth research progresses well, but is nowhere near finished yet.

As always, the Sabres scare of any possible pirates. The boarding fleet has reached a degree of experience that likely won't be improved till you meet real resistance.

Food: 2.5   
Industry: 9 (+3)
Science: 30 (+25)
Money: 22.5 (+7.5)


Rethacal

Closer exploration of Duraral reveals patches of fertile ground, which can be used as food sources during later stages of colonization. After a few tense moments, the scout fleet manages to establish contact with the other fleet. It lies the basis for communication, and then departs again. Sadly, the jump brings it into deep space, with no ship's nearby.
Population grows
Contact with Salwar estabilished.
((Yes, you have interstellar communication, as long as there's a correctly attuned receiver at the other side. Also, you haven't enough industry to build a colony fleet yet, and for the sake of management, I'd like to limit partially build things as much as possible))



Food: 7.3125         
Industry:15.7 (+8.825)
Science:  40(+20)
Commerce: 16.5 ( +6.5)





Spoiler: Empire (click to show/hide)

Spoiler: The Ocelotl Empire (click to show/hide)

Spoiler (click to show/hide)

Spoiler: Aresyll Command (click to show/hide)


Spoiler (click to show/hide)
[/quote]

Spoiler: Addendum (click to show/hide)

Spoiler: Note (click to show/hide)
« Last Edit: September 03, 2013, 03:05:58 am by 10ebbor10 »
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10ebbor10

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Re: Galaxies: Colonizing the stars [6/6] Turn 1 [Turn Unfinished]
« Reply #72 on: September 02, 2013, 03:35:47 pm »

Turn is not finished yet. Will finish soon.

Edit/ Or tomorrow
« Last Edit: September 02, 2013, 04:15:04 pm by 10ebbor10 »
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10ebbor10

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Re: Galaxies: Colonizing the stars [6/6] Turn 2
« Reply #73 on: September 03, 2013, 03:06:07 am »

Turn is finished.
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Ukrainian Ranger

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Re: Galaxies: Colonizing the stars [6/6] Turn 2
« Reply #74 on: September 03, 2013, 03:36:06 am »

Quote
2 Planets colonisable
2 Moons colonisable
2 Planets to cold
1 Planet is barren
Several moons are barren/ useless

Hm, questions
1) Is that my home system?
2) I got so many colonizable planets because of adaptable trait or I am just lucky?
3) Do I need to put an outpost on them to see the stats in the grandsheet?
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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.
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