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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 27490 times)

Criptfeind

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Re: Fallen Imperium - Turn 1
« Reply #180 on: May 24, 2011, 07:38:43 pm »

2500 is hardly ungodly, also I think you have to pay it anyway, changes take place at the end of your turn, costs in the middle.
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ggamer

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Re: Fallen Imperium - Turn 1
« Reply #181 on: May 24, 2011, 07:39:46 pm »

2500 is hardly ungodly, also I think you have to pay it anyway, changes take place at the end of your turn, costs in the middle.

It wasn't 2,500, it was 25,000.

Criptfeind

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Re: Fallen Imperium - Turn 1
« Reply #182 on: May 24, 2011, 07:42:03 pm »

10/20=0.5

0.5*5000=2500
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ggamer

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Re: Fallen Imperium - Turn 1
« Reply #183 on: May 24, 2011, 07:42:51 pm »

d'oh

Vanigo

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Re: Fallen Imperium - Turn 1
« Reply #184 on: May 24, 2011, 07:53:53 pm »

Also, you start with 5000c.
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ggamer

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Re: Fallen Imperium - Turn 1
« Reply #185 on: May 24, 2011, 08:07:11 pm »

*X2 FACEPALM COMBO*

Nirur Torir

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Re: Fallen Imperium - Turn 2
« Reply #186 on: May 24, 2011, 08:09:57 pm »

Evilcherry:
Expanded Marine Transports researched: Increased capacity, decreased loyalty, 6 turn lander.

Vanigo:
+10% income this turn for helpfulness: +527 credits. (I'm not counting the program.)
Declassified naval orders: All ships remain stationed in orbit.

Neyvn:
+100 credits for improperly calculating ship upkeep costs.
Research completed: Production I. Production tech bonus set to + 10%.

Criptfeind:
Research completed: T1 Colonization.
   New ship module: Colony Pod - Equipped ship may carry colonists in cryo-sleep. Or possibly not - Space bugs might be cruel like that. Cannot be mounted on Corvettes.

Ggamer:
+300 credits for improperly calculating ship upkeep costs.
Environmental upkeep is calculated before terraforming. You lose 2500c from it turn 1, but no longer have to worry about it.
Treasury is only for credits, please keep production out of it. Production can never be stored: time travel is strictly forbidden! (Almost certainly impossible, as well.)
Treasury set to 6600 credits.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)
« Last Edit: May 24, 2011, 08:44:21 pm by Nirur Torir »
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Criptfeind

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Re: Fallen Imperium - Turn 1
« Reply #187 on: May 24, 2011, 08:12:37 pm »

To be sure, I failed in pop growth?
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Vanigo

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Re: Fallen Imperium - Turn 1
« Reply #188 on: May 24, 2011, 08:18:01 pm »

To be sure, I failed in pop growth?
Hey, I didn't get anything, and I put quite a bit more in than you.
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Nirur Torir

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Re: Fallen Imperium - Turn 1
« Reply #189 on: May 24, 2011, 08:19:22 pm »

To be sure, I failed in pop growth?
Yes, all unlisted research is still in progress, but has been recorded. Blame it on the randomness.
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Criptfeind

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Re: Fallen Imperium - A long awaited turn 2
« Reply #190 on: May 24, 2011, 08:26:35 pm »

Also, just to be sure, I am not able to make a Colony ship at this time?
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Vanigo

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Re: Fallen Imperium - A long awaited turn 2
« Reply #191 on: May 24, 2011, 08:39:09 pm »

Hey, what does 5 turn lander/6 turn lander mean, anyway? And how much bigger are the expanded troop modules?
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Nirur Torir

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Re: Fallen Imperium - A long awaited turn 2
« Reply #192 on: May 24, 2011, 08:43:53 pm »

Also, just to be sure, I am not able to make a Colony ship at this time?

Correct. It's a stretch to imagine a ship hull able to carry even 1,000,000 colonists as only being able to carry 30,000 troops, at least with basic technology, and moving a single unit of population without a factory isn't really worth building a ship for.

Hey, what does 5 turn lander/6 turn lander mean, anyway? And how much bigger are the expanded troop modules?
N turns of combat before the lander is able to withdraw if its troops are losing. If the combat ends in three turns, the transport is destroyed. If it's a closer battle, the transport may be refilled and used again, likely winning the second time. Expanded troop modules are 1.5x the size. They're overall more effective then the "standard" transports with normal loyalty that haven't been researched yet, but they'll die faster, and thus should increase collateral damage.

Unofficial poll: Should marines deduct from planetary populations if at least 100,000 are loaded at any one time? If so, marine transports would be able to ferry colonists during peacetime.
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Vanigo

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Re: Fallen Imperium - A long awaited turn 2
« Reply #193 on: May 24, 2011, 09:55:46 pm »

It would make more sense that way, but I'm not sure it's worth the extra bookkeeping.

By the way, is research overflow wasted, or is it applied to the next tech in the line?
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Criptfeind

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Re: Fallen Imperium - A long awaited turn 2
« Reply #194 on: May 24, 2011, 11:37:20 pm »

It would make more sense that way, but I'm not sure it's worth the extra bookkeeping.

Basically this is how I feel about it.
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