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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26749 times)

Vanigo

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #375 on: July 22, 2011, 02:31:36 pm »

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Nirur Torir

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #376 on: July 24, 2011, 06:29:03 pm »

I'm not sure that orbital habitats are worth it. They add an extra degree of complexity (When to build habitats vs when to improve research, and then the need to keep track of them), but don't actually add much that can't be accomplished by improving Production technology. Should I just ditch that potential mechanic? It'd make the Large Structures racial specialty far too selective to be balanced, and I'd probably want to strike that penalty/bonus down and force people to take non-retroactive replacements. Thoughts?
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Vanigo

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #377 on: July 25, 2011, 12:36:30 am »

Maybe combine it with defensive structures? I don't think anyone has both.
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evilcherry

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Re: Fallen Imperium - Turn 8
« Reply #378 on: July 25, 2011, 04:18:01 am »

Spoiler: Kozel'sk (click to show/hide)

IronyOwl

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #379 on: July 25, 2011, 05:16:34 pm »

If it'd require scrapping one of the existing racial specialties, I guess it's probably better off gone.

EDIT: Also how are my transports?

EDIT2: I already had Taxation II. Did you mean III? Oh, yes it's listed.
« Last Edit: July 25, 2011, 05:25:15 pm by IronyOwl »
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

IronyOwl

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #380 on: July 25, 2011, 06:05:11 pm »

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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #381 on: July 29, 2011, 03:00:50 am »

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How do I set up Trade Routes again???
« Last Edit: July 29, 2011, 05:49:31 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Vanigo

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #382 on: July 31, 2011, 09:12:33 pm »

You build a trade ship and move it to someone else's planet.
Also, bump.
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Nirur Torir

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Re: Fallen Imperium - Turn 9 - Need replacement!
« Reply #383 on: August 01, 2011, 01:15:43 pm »

Minor empires will not research on their own until gaining at least two worlds. Until then, they freely gain all ** tech and spend most of their production on warships. They'll generally consider their homeworlds to have a perfect environmental value.

I'll deal with trade whenever a trade ships reaches a player-owned planet.

I'm increasing the base HP of ground troops to 20, as there wasn't much chance of transports fleeing except in very close battles with low casualties. Doesn't help anyone this turn.

Evilcherry:
Production III researched. Production modifier from science set to 1.33.

Vanigo:
Production V researched. Production modifier from science set to 1.61.
Research III researched. Research modifier from science set to 1.33.
FF Count III, DD Trader now at (5,18)
(Still no on the transports.)
Typo: You have 7189 manufactories.

Neyvn:
Research III researched. Research modifier from science set to 1.33.
Taxation I researched. Taxation modifier from science set to 1.1.
(You had Research II, but there was a clerical error on my part. Have a bonus of +5393 RP for the next turn only, which is what my error cost you.)
Planet 15 colonized. Workers recover 1 factory on turn 1 of excavations.
CO Transport II at (20,7).
Disasterous loss! The brave soldiers aboard CO Transport 1 greatly underestimated their opponent. The ship was destroyed before it could take off again, and the Twentin world government has used the opportunity to unite all member nations in a close federation! They have sworn blood-feud against Neyvn.
Pop::Fac on planet 3 set to 7695.3::7697

IronyOwl:
Transports fully replenished.
Production III researched.
Production IV researched. Production modifier from science set to 1.46.
Industrial Expansion II researched. Factory fabrication cost modifier from science set to 1.21.

Twentins:
Unifying planetary governments.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)

Map
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Vanigo

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Re: Fallen Imperium - Turn 9 - Need replacement!
« Reply #384 on: August 01, 2011, 02:16:11 pm »

(Still no on the transports.)
...You mean the tech, right? And I do have the three Inquest Bs?
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Nirur Torir

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Re: Fallen Imperium - Turn 9 - Need replacement!
« Reply #385 on: August 01, 2011, 02:19:48 pm »

Yes and yes.
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Neyvn

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Re: Fallen Imperium - Turn 9 - Need replacement!
« Reply #386 on: August 02, 2011, 09:08:24 am »

I thought my Transports used Droppods...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Nirur Torir

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Re: Fallen Imperium - Turn 9 - Need replacement!
« Reply #387 on: August 02, 2011, 09:34:46 am »

Nope, each transport type needs its own ship design. Drop Pod Transports carry less troops and with less loyalty.
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Nirur Torir

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Re: Fallen Imperium - Turn 9 - Need replacement!
« Reply #388 on: August 07, 2011, 08:49:49 pm »

I tried Armada 2526. Long story short, the feeling of needing to micromanage population transportation rendered me incapable of enjoying the game. (That and the sparse tech tree, but FI has enough of a tech tree.)

I propose that all forced population migration vessels and industry transports be given to civilian companies when built. Maintenance for them would be eliminated. They would add to one of two ratings (Population Transport Capacity and Industry Transport Capacity). The ratings and distance would determine how much of each you could transport per turn. (Transport Amount = Rating / Distance. Adjacent colonies would use the full rating). Transportation would occur instantly, even from across the sector with weak engines. Piracy would be more difficult, but still possible with stealthy ships. Obviously blockades would be possible. Colonizing empty worlds would require a military presence.
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evilcherry

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Re: Fallen Imperium - Turn 8
« Reply #389 on: August 09, 2011, 03:36:56 pm »

Spoiler: Kozel'sk (click to show/hide)
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