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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26792 times)

Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #300 on: June 19, 2011, 06:33:57 pm »

1) Just give me a destination. Your current ships move two squares per turn, as they have two engine points. Diagonals count as much as horizontals.

2) growth_amount = (growth_rate(from tech and species bonus) * loyalty - (enviro_away_from_ideal * .0005) ) * pop

6079.9 * 0.055 - ((165-160) * .0005) = 334.3
This may be why my Growth has been wrong...
Can you show me what it looks like for my turn here???
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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 5
« Reply #301 on: June 20, 2011, 02:19:22 pm »

I did. As Criptfeind said, your terraforming won't matter for this turn.
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Vanigo

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Re: Fallen Imperium - Turn 5
« Reply #302 on: June 20, 2011, 07:47:56 pm »

Hey, Criptfiend, isn't spending money on loyalty limited to doubling your normal yearly recovery?
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Criptfeind

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Re: Fallen Imperium - Turn 5
« Reply #303 on: June 20, 2011, 07:51:28 pm »

Apparently not.
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Nirur Torir

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Re: Fallen Imperium - Turn 5
« Reply #304 on: June 20, 2011, 08:23:03 pm »

Sure it is!
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Criptfeind

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Re: Fallen Imperium - Turn 5
« Reply #305 on: June 20, 2011, 08:27:18 pm »

Huh. What about last turn?
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Nirur Torir

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Re: Fallen Imperium - Turn 5
« Reply #306 on: June 20, 2011, 08:34:32 pm »

New unofficial notpoll: In case a player's mistake is minor and nobody notices within 24 hours of me posting the turn, should it be allowed to go through? (See also: Partially Sanctioned Cheating As Additional Game Mechanic. Financial penalties would apply to anybody caught, with bonuses for those who point out the 'mistakes.')
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Criptfeind

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Re: Fallen Imperium - Turn 5
« Reply #307 on: June 20, 2011, 08:36:06 pm »

I say yes. Sure. Why not.

Vangio is a hawk anyway.
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Vanigo

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Re: Fallen Imperium - Turn 5
« Reply #308 on: June 21, 2011, 07:20:15 pm »

Hey, ggamer, don't forget about this.
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Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #309 on: June 22, 2011, 03:07:49 am »

Oh shoot been busy with work I keep forgetting to get my turn actually up... Give me a tick...
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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...

Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #310 on: June 22, 2011, 03:53:30 am »

Spoiler (click to show/hide)
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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...

ggamer

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Re: Fallen Imperium - Turn 5
« Reply #311 on: June 22, 2011, 07:38:12 pm »

Spoiler:  SOD Turn 5 (click to show/hide)

What's the repair rate on ships again?
« Last Edit: June 22, 2011, 08:00:12 pm by ggamer »
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Nirur Torir

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Re: Fallen Imperium - Turn 5
« Reply #312 on: June 22, 2011, 08:40:55 pm »

Your ships are fully repaired.

I think the repair rate shall be:
0% for underdeveloped worlds.
25%/turn for worlds with 1000 manufactories and 1B population
50%/turn for worlds with at least 5000 manufactories and 5B population

For simplicity, technology, quality, and racial traits will have no effect on it.
Modules that allow ships to repair even while in transit are possible, with technology.

Any problems with this system?
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Nirur Torir

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Re: Fallen Imperium - Turn 5
« Reply #313 on: June 22, 2011, 10:07:34 pm »

Evilcherry:
Sensors I researched.

Vanigo:
Production III researched. Production modifier from science set to 1.33.
Pop Growth I researched. Growth modifier from science set to 1.1.
Miniaturization I researched.
FF Count III, DD Trader now at (1,12)
+25% money bonus: +1411 money.

Neyvn:
Research I researched. Research modifier from science set to 1.1.
Fleet 1 moved to (5,20).
Flag planted on planet #15. Planet requires population from colony ships.

Criptfeind:
Population Growth II researched. Growth modifier from science set to 1.21. (Should come out to 0.0726)
Terraforming I researched. Terraforming modifier from science set to 1.1.
Loyalty of planet 90 is only at 90.
+400 credits. (-50 penalty for failing to correct your turn.)

Ggamer:
Frigate tech given for free.
Research I will be assimilated after next turn.
Census error: Population is at 6,067,300,000
Colonization I researched.
Colonization II researched.
Colonization III researched.

AchievementGet: Scientific Fad. Researched three levels of one tech in a single turn.

New ship designs:
FF Bernard - 20,000p - 2 Engines / 5 HP / 1,000,000 population capacity / This is the most basic colonization ship available. Following the rediscovery of cryogenic technology, it is once more possible for spacefaring empires to move vast sums of civilians around the sector. Required Tech: Frigate Construction, Colonization I.

FF Reynold Rogers - 20,000p - 2 Engines / 5 HP / 1,300,000 population capacity / This ship was designed in tandem with cryogenic sleep pods, and named after the well-paid professor who invented them. Required Tech: Frigate Construction, Colonization III.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)

Map
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Criptfeind

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Re: Fallen Imperium - Turn 6
« Reply #314 on: June 22, 2011, 10:47:54 pm »

Two things:

1: What about my attack?
2: I thought Mr. New rule says I get away with it since it is minor and took four days to find?
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