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Author Topic: Reconquering - An illustrated suggestion colony (re)builder  (Read 13933 times)

Terra162

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #135 on: February 08, 2015, 10:51:38 am »

Spoiler (click to show/hide)

+1
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Aseaheru

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #136 on: February 08, 2015, 11:33:23 am »

+1 to the above, also lets find out What we can make at the factory, what our stocks of seeds consist of for planting outside, etc.

Also, can we get some word on what the farming will get us, and how soon? Will we have to wait 60 or so turns or is it magic GMO's that grow to maturity in a week?
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Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #137 on: February 08, 2015, 01:29:25 pm »

I will keep the energy stuff as it is now.
The air around the bunker is clean.

I won't go into much detail with the crops, but they are normal crops, just genetically improved. If the soil didn't change (what we don't know for sure yet), they will grow outside as well as inside. Not as quickly though, since we use advanced hydro-culture technique inside.
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Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #138 on: February 11, 2015, 01:27:06 pm »

Sorry for the delay guys. I'm a bit busy, but also working on some more tools I can use for this game.
I will post the next turn in 2 or 3 days.
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Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #139 on: February 15, 2015, 01:27:36 pm »

Reconquering
An illustrated suggestion colony (re)builder


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


Turn 11
June 2171
The Crucible

Spoiler: Map (click to show/hide)
The next turn won't be a whole day, but the one after that.

I updated the colony overview! (check the bunker section)

Now that the wall is lowered, your people were able to get the lab and hospital ready.
Some scientists and doctors begin to work there already.

The group in front of the bunker decides to take some samples from the deer and its "friends".
The creatures eating it don't seem to notice you, or they simply don't care.
Different samples of the deer are taken (hair, horn, flesh, ...) and you manage to capture all of the strange fungus creatures.
They are stored in sealed containers and brought into the lab to take a closer look.
The guards bring the deer corpse as far away from the bunker entrance as possible, storing it near a breach in the eastern wall.

Your scientists begin to dissect the new "research objects".

Your engineers finish to readjust the energy flow, and all bunker systems run on 100% now.

Some engineers begin to repair the damage the deer caused on the gate.

Now that the servers are running properly again, your people try to contact any possible neighbors, but for now the aether seems to be quiet.

For now the energy supply is guaranteed, the fuel will supply the reactors for years.
We would only get problems if we lose more reactors.


Tasks
Set up the laboratory.▬►(done)
Set up the hospital.▬►(done)
Adjust the energy flow.▬►(done)
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Scout the area to the east of the bunker.[15 Guards]▬►(turns remaining: 1)
Get a list of all available blueprints.[2 Engineers]▬►(turns remaining: 1)
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Entrance.[10 Guards]
Hospital.[20 Doctors]
Laboratory.[25 Scientists]
Food production.[30 Farmers,5  Engineers, 5 Workers]
Server room.[4 Engineers, 2 Scientists]
Factory.[5 Engineers, 10 Workers]
Engines.[15 Engineers]
Storage.[15 Workers]
Armory.[5 Workers, 3 Guards]
Quarters.[10 Workers]

Population
Spoiler: Population (click to show/hide)

Hospital
Spoiler: Hospital Queue (click to show/hide)

Laboratory
Spoiler: Research Queue (click to show/hide)
Spoiler: Objects of interest (click to show/hide)

Storage
Spoiler: Armory (click to show/hide)
Spoiler: Food (click to show/hide)
Spoiler: Materials (click to show/hide)

Production queue
Spoiler: Production (click to show/hide)
Spoiler: Blueprints (click to show/hide)

Energy
Spoiler: Energy (click to show/hide)

Advisors
Spoiler: Advisors (click to show/hide)



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StrawBarrel

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #140 on: February 15, 2015, 02:30:08 pm »

Can we send more idle farmers, workers, and engineers to food production and free scientists to study the deer for 1 turn for a temporary boost in progress?
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Aseaheru

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #141 on: February 15, 2015, 06:27:21 pm »

We have a breach in the walls? Thats no good, we need those fixed.

I suggest we set 12 guards to start patrolling the wall, and ten engineers and ten workers to start repairing it/ clearing it of debris.
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Asgarus

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #142 on: February 16, 2015, 01:54:25 am »

There are several breaches in the wall. It's been some time, and while the bunker itself was too sturdy to get into, the wall was not.
The scout team used the breach, too.
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StrawBarrel

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #143 on: February 16, 2015, 12:58:16 pm »

We have a breach in the walls? Thats no good, we need those fixed.

I suggest we set 12 guards to start patrolling the wall, and ten engineers and ten workers to start repairing it/ clearing it of debris.
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zomara0292

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #144 on: February 17, 2015, 11:27:50 pm »

actually, even though its not much, why not send 5 guards to patrol the walls, 20+ engineers to start fixing them, 10 workers to aid in the process, and 10 guards in groups of 3, with one with 4, to check the locations adjacent to our perimeter wall (north, south, and west.) Hopefully such a small group will more easily evade predators. Any engagement should be with the goal of absconding. Also, we can send 9 farmers and 3 scientists, in groups of four to look around our base for usable food and herb plants.
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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..

Terra162

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #145 on: February 18, 2015, 12:04:11 am »

actually, even though its not much, why not send 5 guards to patrol the walls, 20+ engineers to start fixing them, 10 workers to aid in the process, and 10 guards in groups of 3, with one with 4, to check the locations adjacent to our perimeter wall (north, south, and west.) Hopefully such a small group will more easily evade predators. Any engagement should be with the goal of absconding. Also, we can send 9 farmers and 3 scientists, in groups of four to look around our base for usable food and herb plants.

+1 I approve this fine idea.
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tryrar

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Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #146 on: February 18, 2015, 12:36:51 am »

actually, even though its not much, why not send 5 guards to patrol the walls, 20+ engineers to start fixing them, 10 workers to aid in the process, and 10 guards in groups of 3, with one with 4, to check the locations adjacent to our perimeter wall (north, south, and west.) Hopefully such a small group will more easily evade predators. Any engagement should be with the goal of absconding. Also, we can send 9 farmers and 3 scientists, in groups of four to look around our base for usable food and herb plants.

+1 I approve this fine idea.
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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.
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