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Author Topic: Spam Space Colony. Turn 7. This is bad.  (Read 1724 times)

Nirur Torir

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Spam Space Colony. Turn 7. This is bad.
« on: August 03, 2022, 03:48:29 pm »

GET IN THE COLONY SHIP, YOU'RE BUILDING A COLONY!

Who's your group?
A) Dissatisfied scientists
B) Dissatisfied factory workers
C) Dissatisfied farmers
D) Dissatisfied space miners
E) Dissatisfied bounty hunters
F) Dissatisfied university students

How heavily sponsored are you? More initial resources are good, but this comes with Expecations.
G) None, fully self funded
H) Light
I) Heavy

Who made your colony ship?
J) Dynamax Ltd. - Dynamax colony ships are designed to crash-land and be cannibalized for parts, maximizing the amount of resources new colonies can start with, at the cost of no initial orbital presence.
K) Astrosurf Tech - Astrosurf ships remain in orbit, launching colony supplies down with drop pods and shuttles. They can carry the least cargo for the money spent, but retain a freighter that remains fully functional for as long as the freshly settled colony can maintain it.
L) Hyperion Inc. - Hyperion prefers a hybrid approach. Their modular ships detach select peices to land on the planet, while most of the superstructure of the ship remains in orbit as a medium sized station. It's much easier to maintain than an Astrosurf vessel, but care must still be taken to begin early fuel production to power the shuttles.

GM notes: This is a suggestion game. Everyone controls the same faction.
Plan voting formats are in effect, and be aware that there are synergies and anti-synergies. Astrosurf + Self Funded, for example, would result in a significantly more difficult scenario than Dynamax + Self Funded.
Trap options that might end the game, immediately or as a death spiral, are enabled. Beware.
« Last Edit: August 07, 2022, 08:46:03 pm by Nirur Torir »
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Haspen

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Re: Spam Space Colony, Turn 1
« Reply #1 on: August 03, 2022, 04:07:02 pm »

DGJ

Good luck with the game!
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Maximum Spin

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Re: Spam Space Colony, Turn 1
« Reply #2 on: August 03, 2022, 05:04:04 pm »

CGK
« Last Edit: August 03, 2022, 07:41:40 pm by Maximum Spin »
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Fluffe9911

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Re: Spam Space Colony, Turn 1
« Reply #3 on: August 03, 2022, 06:59:51 pm »

DHL
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chubby2man

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Re: Spam Space Colony, Turn 1
« Reply #4 on: August 03, 2022, 07:07:01 pm »

DHL
Though I am tempted by bounty hunters.
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Man of Paper

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Re: Spam Space Colony, Turn 1
« Reply #5 on: August 03, 2022, 08:18:45 pm »

DGJ

Cargo move freight, miners don't die.
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Maximum Spin

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Re: Spam Space Colony, Turn 1
« Reply #6 on: August 03, 2022, 08:19:53 pm »

Man, you guys are lucky this is a game and you probably won't be left to starve to death for not bringing any farmers. :P
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Glass

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Re: Spam Space Colony, Turn 1
« Reply #7 on: August 03, 2022, 08:23:28 pm »

Presumably, there’s stores of food, and we can use the cargo transport to export mined materials and import foodstuffs.

Anyway, HL, abstaining for the group (not that there’s any question which one it is).
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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 1
« Reply #8 on: August 03, 2022, 08:45:56 pm »

Good luck with the game!
Thanks, hopefully I can keep this one going for a while.

Man, you guys are lucky this is a game and you probably won't be left to starve to death for not bringing any farmers. :P
It would be boring if everything other than farmers was a trap option. Assume your miners would rather pick up a plow than starve.


D) Dissatisfied space miners
H) Light
L) Hyperion Inc. - Hyperion prefers a hybrid approach. Their modular ships detach select peices to land on the planet, while most of the superstructure of the ship remains in orbit as a medium sized station. It's much easier to maintain than an Astrosurf vessel, but care must still be taken to begin early fuel production to power the shuttles.


You lead a group of miners, gathered together from a cluster of star systems. Exxigia Industries has loaned a disorganized amalgamation of last generation mining and prospecting equipment, in exchange for a 10 years of selling increasing amounts of refined metal at 80% of market value, and a fair 50 year contract beyond that, granting them first refusal rights over all raw and refined materials exported from the system, at standard market prices.

For this endeavor, you will need to carefully create a balanced plan of everything your colony will need.

Since this is a lot of responsibility, you offload the work to your leadership council, who do all the hard work for you, and let you have fun deciding on the finished plans.

A) PLAN PLAINS - The most balanced plan presented is intended to build a thriving colony on a near-terran world. It involves more than enough farming equipment, and enough industrial equipment to build an independent industrial base, albeit one with small gaps from more specialized and high tech equipment with expensive or unavailable production rights. This plan has high initial growth potential.

B) PLAN DORF - A short fellow with an elaborate beard demands you bring a merely adequate amount of hydroponics bays, and extra mining equipment, to build a fully subterranean colony. There will be the supplies to withstand a hostile world for a few turns until the underground complex is ready, but the timelines may be tight. This would be very secure against pirates.

C) PLAN SPACE - You could bring a small mining vessel, refining equipment for the space station, and a small fuel refinery. Domestic industrial capacity will be very limited until you can buy more, but if you can avoid pirates, you should have plenty of material to trade for it. The initial colony will be very focused on providing for the mining operations, but Exxigia will be pleased.

D) PLAN FLEET - A variant of PLAN SPACE, you could buy the equipment to convert your space station into a shipyard, and buy the production licenses for a few types of small ships. If you can't leverage your small fleet for more resources, the colony will wither and die. Your workers are willing to turn to piracy if needed, but there will be light morale problems, and Exxigia Industries might hire mercenaries or other pirates if you can't meet your contractual demands.

E) PLAN GUN INDUSTRIES - Plan Plains has a broad range of industrial equipment, and can eventually develop all the industries a colony would need. Specialize in military equipment instead, and buy the low level licenses and specialized equipment to build guns, missiles, and strike craft. Building a broad industry would be possible, but slow.

You must decide the balance of drop pods and shuttles. Drop pods are large and cheap, and can easily bring more cargo, but shuttles may be worth it if you have immediate plans for the space station or developing across the star system.
G) Mostly Shuttles
H) Balanced
I) Mostly Drop Pods
J) Few of either, bringing even more cargo and relying on shuttles to slowly ferry it down over multiple turns, fed by planet-side fuel refining.

You have interested a group of specialists, who wish to join.
K) Scientists
L) Engineering Designers
M) Ex-military Trooper Cadre
N) Mercenary Crewmen
O) Factory Managers
P) Colonist Recruiters
Q) Corporate Liasons

GM Notes: All plans except for Plan Fleet can meet the mining quota in addition to their other goals. With Plan Fleet it is possible, but might need some creativity, such as piracy or selling ships to buy metal.
You can expect Exxigia to send transports to collect the minerals. They will usually have various supplies to sell, depending on RNG.
Voting for multiple plans is allowed.

Edit: New option, J.
« Last Edit: August 03, 2022, 08:57:21 pm by Nirur Torir »
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Maximum Spin

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Re: Spam Space Colony, Turn 1
« Reply #9 on: August 03, 2022, 09:14:02 pm »

It would be boring if everything other than farmers was a trap option. Assume your miners would rather pick up a plow than starve.[/quote]Yeah, but in real life that'd still be dicey because farming above subsistence level requires expertise. They'd be in pretty perilous straits for, like, a generation at least.

BHL
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Glass

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Re: Spam Space Colony, Turn 1
« Reply #10 on: August 03, 2022, 10:08:41 pm »

BHL sounds good.
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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.

Fluffe9911

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Re: Spam Space Colony, Turn 1
« Reply #11 on: August 04, 2022, 01:08:25 am »

BHL God save us if we get a influx of Corporate Weasley Pen Pushers before our colony even properly exists yet like the corporate version of nobles
« Last Edit: August 04, 2022, 01:43:19 am by Fluffe9911 »
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King Zultan

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Re: Spam Space Colony, Turn 1
« Reply #12 on: August 04, 2022, 01:32:01 am »

BHL
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Iris

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Re: Spam Space Colony, Turn 1
« Reply #13 on: August 04, 2022, 01:43:53 am »

CGL

Space is the future, and the faster we can get a foothold on it, the better!
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chubby2man

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Re: Spam Space Colony, Turn 1
« Reply #14 on: August 04, 2022, 09:02:01 am »

BHL
Presented with a dorf option, its hard to say no.
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