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Author Topic: Spam Space Colony. Turn 7. This is bad.  (Read 1722 times)

Fluffe9911

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Re: Spam Space Colony. Turn 4, Planetfall.
« Reply #30 on: August 05, 2022, 04:58:17 pm »

AH Although I really would like to go overkill on our defenses eventually
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King Zultan

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Re: Spam Space Colony. Turn 4, Planetfall.
« Reply #31 on: August 06, 2022, 01:43:56 am »

AH
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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Nirur Torir

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #32 on: August 06, 2022, 01:42:52 pm »

AH
A) Temporary surface site - You don't have a lot of supplies, but there are too many concerns. Building a temporary site on the surface will increase the quality of future underground constructions and allow initial industry, and give people better accommodations than hot bunking in the sides of hallways. Slow fuel refining would be able to begin after miners find a suitable source. Includes a better landing and trading zone.
H) No personnel rotation. Food situation should stabilize on its own.


Workers: Plentiful.
Food: Slight drain. Orbital production requires moderate fuel to reach the ground. Production expected to be adequate before stockpiles run dry.
Fuel: Predicted shortages during turn 7.
Housing: Packed and basic surface accommodations, temporarily packed orbital housing.
Morale: Cautious. Uncomfortable housing, limited employment, supply concerns.
Environment supplies: Predicted crisis at end of turn 7. Environment is too hostile to stabilize without external aid before you're fully underground.
Power: Adequate. Using improvised ship engine modifications.
Spare parts: Sufficient parts until turn 7. Efficiency may start to drop afterwards.
Traders expected at turn 7.

The orbital farmers settle in, learning on the job and from training manuals. They should eventually begin making a small surplus for storage, but you'll need new farms when your population increases.
After a few month's work, you have a small but serviceable surface outpost. Several duraglass domes now dot the jagged cliff sides around the south side of the mountain, connected by tubes and elevators. People are still hot-bunking, but everyone gets to sleep in a bed, and has their own storage locker. Many idle people have been moved from the station to the planet.

Now that you have basic facilities, a few hobbyists have begun documenting the system. There is the faint generic signal from a distress beacon coming from the large moon with a breathable atmosphere. The signal shouldn't be this faint, and they suspect some sort of signal interference. You'll likely want to investigate it sooner or later, but it would be expensive to do so now.

What do you focus on building next?
A) Defensive Foundations - Your designers have proposed a series of underground structural reinforcements, combined with a hive of defensible tunnels and security checkpoints. Your colony would become very resistant to orbital bombardment, and eventually, a nightmare to take by storm. These foundations would have to be performed before other underground construction begins, but would provide little initial benefit.
B) Cramped Housing - You can quickly build a cramped bedroom for everyone, which would keep them calm while more of the colony is built. It would slightly reduce the drain on Environmental supplies.
C) Power Plant Conversion - Hyperion colony ship engines are designed to be converted into fusion power plants, but your current improvised setup is inefficient and will break them faster. Take the time to do proper conversions and build permanent rooms for them.
D) Industry Stage 1 - Begin the initial setup of your industry, using most of the machinery you've brought. This would primarily be focused on smelting ores to increase the trade value, fabricating basic spare parts, and creating the minimum of environmental supplies to maintain your planned underground city.
E) Fuel Refining - Have the miners focus on finding a source of fuel to exploit, and setup dedicated refineries to begin creating a surplus.

You now have rudimentary industry. What will its focus be this turn?
G) Supplies - You can slow the rate you're bleeding off supplies, but not by much.
H) Trade Goods - If Exxigia traders arrive on time, it would be more industrially efficient to focus on refining metals and buy more supplies than you'd be able to make.
I) Shuttle Bay - The planet's environment has started to cause light damage to your shuttles. All are still operable, but it would be cheapest to repair ongoing damage as it happens. This would help with crafting a long ranged shuttle next turn, but would not be enough to create new shuttles.
J) Construction - Focus on construction, improving results.
K) Refit Prospecting Equipment - Your miners haven't found a suitable fuel source yet. If you specialize the prospecting equipment for your current environment and have your factory workers focus on searching, you'll have much better odds of finding one faster.

Will you do anything about the beacon?
M) Your designers can cannibalize a third of your shuttles to build a larger long ranged variant, able to scout the beacon, land, and return. This will use all of your spares, and logistics will become difficult if you lose any, either in accidents or as a result of standard attrition against the hostile environment.
N) No, too expensive. A standard distress beacon can last for decades. You don't know how long it's been there, so there's no telling if anyone's even alive.
« Last Edit: August 06, 2022, 02:33:44 pm by Nirur Torir »
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EuchreJack

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #33 on: August 06, 2022, 02:05:04 pm »

AKM

Aside from being a decent weapon, the AKM allows us to begin a fortified underground presence, allows us to check on what might be an emergency beacon, and makes it more likely we'll have fuel for this and future explorations. We will be better able to defend against anything hostile we might find.

Counterfactual

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #34 on: August 06, 2022, 02:15:28 pm »

I'm going to vote DHN. (D for Industry Stage 1, since two options were listed as D)

Industry stage 1 helps us with two of our shortages, spare parts and environmental supplies, and also helps generate trade goods, which can be flexibly exchanged for whatever we happen to need by the time turn 7 comes.
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Nirur Torir

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #35 on: August 06, 2022, 02:34:02 pm »

(D for Industry Stage 1, since two options were listed as D)
Fixed.
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Fluffe9911

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #36 on: August 06, 2022, 02:49:59 pm »

DJN
« Last Edit: August 06, 2022, 02:58:52 pm by Fluffe9911 »
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chubby2man

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #37 on: August 06, 2022, 02:52:59 pm »

DJN

Lets get out industry humming along the best we can from the start, and from there we are in the best position to start addressing our other needs. So right now putting our focus on construction just helps build up that industrial base to get us going.
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Glass

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Re: Spam Space Colony. Turn 5, Planetfall.
« Reply #38 on: August 06, 2022, 03:29:18 pm »

DJN, due to things that sound like compelling arguments to me.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Nirur Torir

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Re: Spam Space Colony. Turn 6, The Basics of Industry.
« Reply #39 on: August 06, 2022, 09:28:36 pm »

DJN
D) Industry Stage 1 - Begin the initial setup of your industry, using most of the machinery you've brought. This would primarily be focused on smelting ores to increase the trade value, fabricating basic spare parts, and creating the minimum of environmental supplies to maintain your planned underground city.
J) Construction - Focus on construction, improving results.
N) No, too expensive. A standard distress beacon can last for decades. You don't know how long it's been there, so there's no telling if anyone's even alive.


Workers: Abundant.
Food: Tiny drain. Orbital production requires moderate fuel to reach the ground. Production expected to be adequate before stockpiles run dry.
Fuel: Predicted shortages during turn 7.
Housing: Packed and basic surface accommodations, temporarily packed orbital housing.
Morale: Cautious. Uncomfortable housing, supply concerns. In decline, but stable for now because of lucky mining find.
Environment supplies: Predicted crisis at end of turn 8. Environment is too hostile to stabilize without external aid before you're fully underground.
Power: Adequate. Using improvised ship engine modifications.
Spare parts: Sufficient advanced parts until turn 8. Efficiency may start to drop afterwards.
Shuttles: Plentiful. A few have broken, but are repairable.

Industry produces basic spare parts, environmental supplies, and smelts ore.
Traders expected at turn 7.
Trade goods: 1 ore, 1 silver, 1 ingots

The miners still haven't found a fuel source, but have continued mining, and hollowing out space for your dedicated industrial sector. They have also found a small seam of particularly pretty silver, which has temporarily raised colony morale.
Your industry is moved underground, into a small but efficient industrial park, and the rest of the planned stage 1 machines are setup. It is soon roaring along. While unpacking and searching the Standard Colonial Industry Database, extra design files are found. Once stage 2 facilities are operational, you'll be able to build last-gen space fighters, low-grade weapons, and a stripped down corvette hull. Your designers are already gleefully arguing with each other about what to fill it with.

What do you focus on building next? A-C are the basics to get fully underground.
A) Cramped Housing - You can quickly build a cramped bedroom for everyone, which would keep them calm while more of the colony is built. It would slightly reduce the drain on Environmental supplies.
B) Power Plant Conversion - Hyperion colony ship engines are designed to be converted into fusion power plants, but your current improvised setup is inefficient and will break them faster. Take the time to do proper conversions and build permanent rooms for them.
C) Fuel Refining - Have the miners focus on finding a source of fuel to exploit, and setup dedicated refineries to begin creating a surplus.

D) Industry Stage 2 (0/2) - The first phase of your industry was about setting up pre-build machines designed to idiot-proof and usable on as many planets as possible, and having a set of people go through the simple training courses that came with them, in order to get the minimum needed to keep your colony running. The second phase will take longer. You'll need to fabricate most of the parts yourself, having brought only the parts that cannot easily be made with the initial machines.
This second stage is about versatility, and building a complex with a wider array of machines able to be configured for short, precision runs. It won't be able to make the most advanced equipment, but it will be good enough for most civilian purposes. Making full use of it will require additional education, or extensive practice.
E) Mining HQ - You run a mining colony. A centralized location to coordinate mining activities and efficiently distribute equipment and collect ore at is desirable.
F) Dedicated Housing (0/3) - Everyone deserves their own living quarters. This will significantly improve colony morale and health, and is required if you ever hope to attract new migrants.

With the new industry, your designers can more cheaply build the long ranged shuttle, cannibalizing only 20% of your current craft, instead of 33%. This is the best they can do before Industry Stage 2 is finished. They note that the traders might be able to sell one.
H) Build the long ranged shuttle.
I) Don't.

GM Notes: You got a double crit on J's construction boost. This action was intended to mitigate a bad construction roll. You now get free blueprints instead.
You now have two housing projects available. You can try to skip Cramped Housing, if you think you can deal with the supply drain from surface housing until it is finished.
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Glass

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Re: Spam Space Colony. Turn 6, The Basics of Industry.
« Reply #40 on: August 06, 2022, 09:45:55 pm »

AH

We can skip cramped housing, but given that it looks like the next level would take 3 turns to actually construct, I think it's best to get the morale and environmental supply issues addressed quickly.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Iris

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Re: Spam Space Colony. Turn 6, The Basics of Industry.
« Reply #41 on: August 06, 2022, 09:47:03 pm »

AI

Yeah, we need to stabilize our environmental issues. The signal can wait until we have built up our industry.
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
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Rewind, can't keep going
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That night when we dove in
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chubby2man

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Re: Spam Space Colony. Turn 6, The Basics of Industry.
« Reply #42 on: August 06, 2022, 10:14:49 pm »

AH
I agree with above. I’m voting to build the shuttle but I wouldn’t be too upset if we didn’t.
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King Zultan

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Re: Spam Space Colony. Turn 6, The Basics of Industry.
« Reply #43 on: August 07, 2022, 02:08:10 am »

AI
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Nirur Torir

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Re: Spam Space Colony. Turn 7. This is bad.
« Reply #44 on: August 07, 2022, 08:45:48 pm »

AI
A) Cramped Housing - You can quickly build a cramped bedroom for everyone, which would keep them calm while more of the colony is built. It would slightly reduce the drain on Environmental supplies.
I) Don't.


Workers: Abundant.
Food: Production stable. No surface stores.
Fuel: No fuel
Housing: Basic surface accommodations, standard orbital accommodations. Orbital accommodations temporarily overcrowded due to lack of fuel to send people to the surface.
Morale: Bad. Forced rations, No surface food, no fuel. Uncomfortable houses.
Environment supplies: Predicted crisis at end of turn 9. Environment is too hostile to stabilize without external aid before you're fully underground.
Power: Adequate. Using improvised ship engine modifications. Engines are beginning to show damage; power will be unreliable.
Spare parts: Sufficient advanced parts until turn 8. Efficiency may start to drop afterwards.
Shuttles: Plentiful. No losses from forced fuel rationing this turn.

Industry produces basic spare parts, environmental supplies, and smelts ore.
Traders expected at turn 10.
Trade goods: 1 ore, 1 silver, 2 ingots

After some tense debate in the council, the decision is finally made to scrap the shuttle proposal.
The miners finally pinpointed the Helium 3 reported by the initial prospecting probes, but the reserve is too small, and too low quality, to be worth developing. They regretfully report that you'll have to spread to a second site to source your fuel. The designers are already debating a subterranean railroad vs an air bridge.

Fuel has run out. After a month of heavy rationing, food ran out. Just as despair was beginning to set in, the Exxigia traders finally arrived in orbit. The freighter has signs of recent battle damage, and the traditional escort is missing.

They complain about a pirate attack much earlier on their route, but the escort managed to defeat them in a mutual kill. They have little left after taking a hit to the cargo hold. It will have to be enough.

Construction projects:
A) Power Plant Conversion - Hyperion colony ship engines are designed to be converted into fusion power plants, but your current improvised setup is inefficient and has begun to break them down. Take the time to do proper conversions and build permanent rooms for them.
B) Fuel Refining - Build dedicated fuel refineries underground.

C) Industry Stage 2 (0/2) - The first phase of your industry was about setting up pre-built machines designed to idiot-proof and usable on as many planets as possible, and having a set of people go through the simple training courses that came with them, in order to get the minimum needed to keep your colony running. The second phase will take longer. You'll need to fabricate most of the parts yourself, having brought only the parts that cannot easily be made with the initial machines.
This second stage is about versatility, and building a complex with a wider array of machines able to be configured for short, precision runs. It won't be able to make the most advanced equipment, but it will be good enough for most civilian purposes. Making full use of it will require additional education, or extensive practice.
D) Mining HQ - You run a mining colony. A centralized location to coordinate mining activities and efficiently distribute equipment and collect ore at is desirable.
E) Dedicated Housing (0/3) - Everyone deserves their own living quarters. This will significantly improve colony morale and health, and is required if you ever hope to attract new migrants.

F) Fuel Mine Outpost, By Air (0/2) - The fastest way to build the fuel mine is by air, but every turn spent building this will take a full turn's worth of fuel, and having to ship fuel by air will cause production efficiencies. Building the rail first will reduce this project's duration to a single turn.
G) Underground Fuel Railroad (0/3) - Modern construction techniques will allow you to build a mostly safe tunnel underground, despite the planet's tectonic activity, but it will be slow going.
H) Overground Fuel Railroad (0/1?-2?) - The fastest way to build a railroad is over land, but the landscape isn't totally stable, which poses a small but ongoing risk, makes construction unpredictable, and this will require a turn's worth of hostile environment supplies to initially construct.

Rationing:
J) No rationing.
K) Food rationing - If people eat less, they'll have to spend less fuel shipping food to the surface.
L) Fuel rationing - If you're willing to risk more dangerous flight paths, you can save on fuel. Excess population will remain in orbit while this remains.
M) Both rationing - By rationing both, you'll approximately halve standard fuel use.

Trade:
O) Lots of Fuel - Buy 5 turns of fuel
P) Fuel&Supplies - Buy 4 turns of fuel, and 1 turn of supplies.
Q) Balanced - Buy 3 turns of fuel, 1 turn of supplies, and 1 turn of advanced spare parts.
R) Supplies - Buy 3 turns of fuel, and 2 turns of supplies.
S) Minimum Fuel - Buy 2 turns of fuel, 2 turns of supplies, and 1 turn of advanced spare parts.
T) Luxuries and Supplies - Buy 2 turns of fuel, 1 turn of supplies, and consumer goods to boost morale.
U) Luxuries and Fuel - Buy 3 turns of fuel, and consumer goods to boost morale.

GM notes: You rolled a 2 on trader delay, and a 1 on their inventory. You rolled a 1 on fuel prospecting. Good luck, ladies and gentlemen.
The single rationing options have the same fuel reduction effect.
At this stage, you will survive without stored supplies, but will take casualties and morale damage.
I will time skip through boring turns who's only option is to "keep building what we started."
GM Analysis: The minimum fuel need is 1.5, if you go full rationing and build overground railroad + fuel mine, and the railroad takes the full 2 turns. This can be done without rationing for 3 fuel. Your basic surface site fuel refinery you built will be enough to break even on fuel with a single rationing option.
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