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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 27367 times)

Nirur Torir

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Re: Fallen Imperium - Turn 6 - Need replacement!
« Reply #360 on: July 15, 2011, 08:21:22 pm »

Also, since when is there a terraforming limit?
It's in the rules. I just forgot about it, and apparently didn't notice until checking the rules to do that turn.

I think I should drop it, since most of us have been going as though the rule wasn't there before now. Sorry for any inconvenience, IronyOwl.
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IronyOwl

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Re: Fallen Imperium - Turn 6 - Need replacement!
« Reply #361 on: July 15, 2011, 08:35:03 pm »

Bah humbug.

Anyway, problem: Supposing you can't afford to terraform a planet the full 1% in a turn. Is it possible to partially terraform it, or is it just unfixable until you can boost your power in that area?

Also, is the 10* production spending limit still in effect? Does my tax tech increase the amount needed to bribe people for loyalty? Does my loyalty penalty apply to purchased loyalty as well?
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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.

Nirur Torir

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Re: Fallen Imperium - Turn 6 - Need replacement!
« Reply #362 on: July 15, 2011, 08:48:41 pm »

Anyway, problem: Supposing you can't afford to terraform a planet the full 1% in a turn. Is it possible to partially terraform it, or is it just unfixable until you can boost your power in that area? Partial terraforming is fine, but has no effects until that point is completed.

Also, is the 10* production spending limit still in effect? Yes.
Does my tax tech increase the amount needed to bribe people for loyalty? Yes. I blame some sort of bizzaro alien future inflation.
Does my loyalty penalty apply to purchased loyalty as well?Yes. You'll pay for an 8% increase what Neyvn would pay for a 10% increase, and cannot increase it past 8%.
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IronyOwl

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Re: Fallen Imperium - Turn 6 - Need replacement!
« Reply #363 on: July 15, 2011, 08:52:55 pm »

Spoiler: Turn (click to show/hide)
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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.

Nirur Torir

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Re: Fallen Imperium - Turn 7 - Need replacement!
« Reply #364 on: July 16, 2011, 01:47:19 pm »

Evilcherry:
Engines III researched.

Vanigo:
FF Count III, DD Trader now at (1,14)
Expanded Marine Transports research completed.
Shipbuilding I research completed. Ship production modifier from science set to 1.1.
Production IV researched completed. Production modifier from science set to 1.46.
+25% credit gain: +1583.

Neyvn:
Indiginous people reply to the vassalization offer with a small volley of obsolete planet-based anti-ship missiles. FF Count anti-missile screens easily destroy all incoming ordnance.
Colonization unsuccessful: Military transports cannot be used to carry civilians.
Population Growth I researched. Growth modifier from science set to 1.1.
Population Growth II researched. Growth modifier from science set to 1.21.
Colonization I researched.
Research setback! Research in the field of Marine Transports has decreased, due to mysterious data loss. (Research points lost, not technology itself. You had some left over.)

IronyOwl:
Colonization I researched.
Frigates researched.
Terraforming II researched.
Population Growth III researched. Growth modifier from science set to 1.33.
CO Transports 1, 4, 5 fully readied.
CO Transport 2 00.9% readied. (290 marines! You could take over a village with that. Probably.)
CO Transport 6 65.6% readied.
Research boom! Population growth IV researched.
Population Growth IV researched. Growth modifier from science set to 1.46.
(Please ignore the slightly outdated OP, and specify how much RP is going to what.)

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)

Map
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IronyOwl

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Re: Fallen Imperium - Turn 7 - Need replacement!
« Reply #365 on: July 16, 2011, 08:02:47 pm »

Spoiler: Turn (click to show/hide)
« Last Edit: July 18, 2011, 07:33:26 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.

Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #366 on: July 16, 2011, 10:23:08 pm »

Spoiler (click to show/hide)
[/quote]
« Last Edit: July 16, 2011, 10:43:04 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...

IronyOwl

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Re: Fallen Imperium - Turn 7 - Need replacement!
« Reply #367 on: July 16, 2011, 10:31:53 pm »

Veeeeery minor nitpick, I think your pop growth is supposed to be 450.3, not 450.2.
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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 7 - Need replacement!
« Reply #368 on: July 16, 2011, 10:43:39 pm »

Veeeeery minor nitpick, I think your pop growth is supposed to be 450.3, not 450.2.
Hmmm odd ah well i just woke up so musn't have read the calculator right...
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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...

IronyOwl

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Re: Fallen Imperium - Turn 7 - Need replacement!
« Reply #369 on: July 18, 2011, 07:34:02 pm »

Changed my mind on #24's production. Also, could I get my color changed to 00FFFF?
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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.

evilcherry

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Re: Fallen Imperium - Turn 7
« Reply #370 on: July 20, 2011, 10:18:26 pm »

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

Vanigo

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Re: Fallen Imperium - Turn 7 - Need replacement!
« Reply #371 on: July 21, 2011, 09:07:31 pm »

Spoiler (click to show/hide)
« Last Edit: July 22, 2011, 11:35:14 am by Vanigo »
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Nirur Torir

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Re: Fallen Imperium - Turn 8.
« Reply #372 on: July 22, 2011, 11:55:45 am »

I've decided to increase all non-homeworld quality by 20. The lowest quality is now 33, which is at least slightly useful, unlike the 13s. Particularly rich worlds are more productive than homeworlds.

Newly built colonies on uninhabited worlds will gain 1-5 - n manufactories per turn for five turns, from scavenging ancient ruins. n increases by 1 per turn, as infrastructure will be harder to scavenge as the easy pickings are taken. This is purely a bonus; factories will never be lost by this. (Ancient ruins. Not very destroyed ruins. I know what you're thinking. Stop thinking it.)

Evilcherry:
Production II researched. Production modifier from science set to 1.21.

Vanigo:
Research II researched. Research modifier from science set to 1.21.
Population Growth II researched. Growth modifier from science set to 1.21.
FF Count III, DD Trader now at (3,16)

Neyvn:
Fleet upkeep wrong! 900 + 200 + 600 = 1700. True balance = 356.
The planetary diplomat implies that your joke was funny the first time, but is now getting <old/insulting>. He wishes you to know that you have interrupted his <ritualistic beverage based on teeth from fish-like creatures, similar to tea in function> drinking time, but that he doesn't hold it against you. He also implies that your admiral is disgracefully unable to swim for even 24 <hours> without a rest, and should <retire/turn himself into fertilizier> in shame.

IronyOwl:
Research III researched. Research modifier from science set to 1.33.
Taxation II researched. Taxation modifier from science set to 1.21.
Industrial Expansion I researched. Factory creation modifier from science set to 1.1.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)

Map
« Last Edit: July 22, 2011, 12:48:56 pm by Nirur Torir »
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Vanigo

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #373 on: July 22, 2011, 12:44:16 pm »

Uh, shouldn't Evilcherry get production 2, not research 2?
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Nirur Torir

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Re: Fallen Imperium - Turn 8 - Need replacement!
« Reply #374 on: July 22, 2011, 12:48:32 pm »

It's a typo that spiraled out of control. Thank you for catching that.
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