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Author Topic: Reconquering - An illustrated suggestion colony (re)builder  (Read 13948 times)

zomara0292

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #30 on: January 27, 2015, 08:42:00 am »

I agree with the logic of both scap and terra. I switch my vote, thusly, immediately, and forthwith to Engineers
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #31 on: January 27, 2015, 05:25:12 pm »

Reconquering
An illustrated suggestion colony (re)builder


[Knowledge Database]
[Story and turn overview in the opening post]


Turn 4
June 2171

I realized that there are no doctors in this bunker. I'm adding them now, just pretend they were always there. ;)
I also noticed that my characters have no eyebrows... but I am too lazy to add them. This shall be an eyebrow free world!

After long and loud discussions, the bunker's inhabitants managed to choose someone to do the hard job of making important decisions for them.

Travis Stork, Engineer, Administrator
This is you, congratulations! :)

They also managed to choose a representative of each profession as an advisor for the administrator.

George Mollice, Engineers Representative


George Mollice, Scientists Representative


Richard Hanks, Farmers Representative


Forest Miller, Workers Representative


Henry Kramer, Doctors Representative

Thomas Sinclear got a new, way more badass, rank than just "Security Leader". He is now "Captain of the guard".

The 10 guards managed to reach the captain before he attacked the beast. Together they prepare for a fight, hoping to kill it or at least scare it away.

Your people finished to check the different sections of the bunker.
The living section and food production are fine, since they were shut down when the capsules were activated.

The storage needs to be checked again thoroughly. Due to the energy problems, the cooling system was unstable and left a lot of food unedible.
The group did not find anything else to worry about this time, though.

Some of the engines were shut down due to overheating and other problems,
that's why we have an energy shortage.

A group of doctors begins to make a list of the dead.

Some engineers begin to check the capsules, looking for what can be saved and what not.

Active tasks
Check the engine section. (done)
Check the food production.  (done)
Check the living section. (done)
Check the storage section. (done)
Support the security leader. (done)
Voting for administrator and representatives/advisors. (done)

List the dead. 15 Doctors (3 turns remaining)
Inspect the capsules. 50 Engineers (2 turns remaining)
Secure the entrance and set up a guard station. 10 Guards; 6 workers; 2 engineers (2 turns remaining)
Prepare to confront the mutant deer. Thomas Sinclear, 13 Guards; (1 turns remaining)

Population
Guards: 47 (24 idle)
Engineers: 77 (25 idle)
Scientists: 33 (30 idle)
Farmers: 52 (52 idle)
Workers: 62 (56 idle)
Doctors: 26 (11 idle)

450 corpses

Advisors
Thomas Sinclear, Captain of the guard
"Getting ready."

George Mollice, Engineers Representative

George Mollice, Scientists Representative
"The capsule hall has a mechanism to lower a wall in the middle,
changing it into a science lab and a medical station. But this can only be done after the capsules were either disassembled or otherwise stored away."

Richard Hanks, Farmers Representative

Forest Miller, Workers Representative

Henry Kramer, Doctors Representative
"I would like to keep some of these capsules for the future medical station."


« Last Edit: February 04, 2015, 03:55:30 pm by Asgarus »
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StrawBarrel

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #32 on: January 27, 2015, 07:48:03 pm »

There women in the colony just no female leaders, right?
What kind of weapons do our guards have?
Farmers should see if they can start farming. The leaders should start organizing living space assignments.
Edit: Are there children in the bunker? If there are then we need to make a school at some point when things are more stable.
« Last Edit: January 27, 2015, 08:40:25 pm by StrawBarrel »
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zomara0292

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #33 on: January 27, 2015, 11:46:19 pm »

We should hold off our confrontation for just one more turn. That way the battle startswhen the secondary defence is set up. Second, a few engeneers should be sent off to fix the power problem. Maybe 20, and then 30 more when the inspection is done.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

tryrar

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #34 on: January 28, 2015, 12:04:10 am »

There women in the colony just no female leaders, right?
What kind of weapons do our guards have?
Farmers should see if they can start farming. The leaders should start organizing living space assignments.
Edit: Are there children in the bunker? If there are then we need to make a school at some point when things are more stable.

I'll +1 this with the addition of starting disassembly of most of the capsules so we can lower the wall(trying to save a few for the doctors)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #35 on: January 28, 2015, 01:13:27 am »

Yes, there are women, too, but no children at the moment.

The guards are carrying laser pistols and laser rifles.

The living section has enough room for all inhabitants, and it was planned who lives where beforehand.
Personal things were stored there accordingly.

The deer is still outside the bunker, unable to break the door (yet). Do you really wanna wait? There are 14 guards ready next turn.
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tryrar

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #36 on: January 28, 2015, 01:15:26 am »

Yes, there are women, too, but no children at the moment.

The guards are carrying laser pistols and laser rifles.

The living section has enough room for all inhabitants, and it was planned who lives where beforehand.
Personal things were stored there accordingly.

The deer is still outside the bunker, unable to break the door (yet). Do you really wanna wait? There are 14 guards ready next turn.

....yeah, if 14 guards with laser rifles and pistols can't take that thing out, we're fucked anyways, so go ahead
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #37 on: January 28, 2015, 02:51:26 am »

Gonna post the next turn in a few hours.
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10ebbor10

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #38 on: January 28, 2015, 03:37:58 am »

We have overheating engines?

What fuel were those things running on anyway.
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Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #39 on: January 28, 2015, 04:00:40 am »

There are 8 fusion generators, 6 are needed to run everything inside the bunker on 100%.
4 were needed to run the bunker in "sleep mode", including the capsules.
Right now, there are 2 generators running.

There are also 4 diesel generators in case of emergencies, but the automatic failed for some reason.
8 diesel generators produce as much energy as 1 fusion generator.
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~Neri

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #40 on: January 28, 2015, 05:03:10 am »

We definitely do not have a breeding population of humans. To maintain a stable genepool. We require 462 humans minimum to have a stable genepool. We either need to find more humans and make a breeding chart for the next twenty generations to prevent inbreeding. Or we're fucked longterm.
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10ebbor10

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #41 on: January 28, 2015, 05:40:47 am »

I've seen numbers as low as 160 - 80 (the latter with social engineering), so ...
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~Neri

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #42 on: January 28, 2015, 06:10:12 am »

Those were based off of flawed studies. Currently accepted requirement is 462, although it's preferable to have 1248.
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10ebbor10

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #43 on: January 28, 2015, 06:17:19 am »

Source ?
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Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #44 on: January 28, 2015, 07:10:27 am »

I updated the bunker image, it already has the hospital and laboratory in it, as well as some changed names (like armory) :)
I added a seperate server room as well as a factory. I improved the colors and other stuff.
« Last Edit: January 28, 2015, 11:17:13 am by Asgarus »
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