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Author Topic: Build a Colony: An educated adventure.  (Read 74491 times)

Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #165 on: December 27, 2011, 06:47:10 am »

I think we're already cultivating sprouts, aren't we?

Since we are exiled we need to be on our best behavior for a while. If something happens to the colony ship in our region, who'll be the prime suspect? We. They know we're here, and that, if we aren't, that we can't be very far. And faking our death... who's going to be fooled by that? Destroying and plundering the colony ship is bound to get a reaction that all the resources of the ship won't help against.

What we need is the mining module. Or the now cheaper cloning upgrades. With those we might be able to create some mind-control spores to get some "discounts" or "gifts" that we then can use to get out of this general region to avoid being found again when the manipulations become apparent... and then we can show those fools. Let's be boring for a bit so we can be eccentric later.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #166 on: December 27, 2011, 07:06:52 am »

Because a lot of things will happen in this next update ii'm going to try and make sure everyone is happy with how it goes.

The revised list is:

  • Finish off fence.
  • Gather cabbages.
  • Teach basic clone how to shoot.
  • When the workers wake up create some hard sheets from wood. (Those will probabley be worth something in trading since its processed material)
  • When daybreak comes send combat clones on a scavenging mission to the river to the west.(leaving the basic clone with the laser rifle to wake you up if anything goes wrong.)

A while ago exploring the river was discussed so I thought i'd bundle it in with scavanging (Which i swear was suggested but can't seem to find....)

Since most of the other ideas involve faking deaths, bringing down the system and murder which would probabley take place after you wake up I diddn't include them.

kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #167 on: December 27, 2011, 07:13:29 am »

Man if there was actual money to win, I'd bet we'll find a freaking mess when waking up.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #168 on: December 27, 2011, 07:17:10 am »

Hmm...Could we, perhaps create a simple plumpet wood watchtower? Or do we need blueprints for that under 'defense' in general?

We seem pretty safe with three clone guards, but we must make up for the loss in resources in the morn.
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Evil Lincoln

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Turn 19 - 27
« Reply #169 on: December 27, 2011, 07:46:26 pm »

Turn 19 - 27
Colony: 
Spoiler (click to show/hide)
When you wake you are greeted by a basic clone who informs you on what happened while you slept.

Two crops of cabbages were harvested, Two sheets of plumpet wood were made and the combat clones left to explore the river to the west.

There was some animal movement during the night. Two groups of Bantha Cows passed by heading west, the first group numbered at eight while the second consisted of six individuals. A Lobster wolf was also spotted skulking in the trees but it retreated when approached.

The clones also ate three cabbages to sait their hunger.

The Colony ship will come back into communications range in 1 turns.

Night will come in 8 turns.

Power: 2.1 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #170 on: December 27, 2011, 10:07:02 pm »

We would probably need adequate supplies to create a working economy, no more dealing with rudimentary ideals.

Prepare for trade if ever, with the Colony Ship.

We need to make a move into the present century.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #171 on: December 27, 2011, 10:19:21 pm »

Can we cook stuff? Also Build a smoke teepee to dry out that meat in before it goes bad. Smoke dried meat may also sell well.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #172 on: December 28, 2011, 04:17:29 am »

I say prepare for trading. We could sell most of the cabbage and meat, plus the hard sheets. In exchange, we'll need more blueprints and maybe a module. MINING module. Yeah, forget the blueprints, grab this mining module FIRST.
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #173 on: December 28, 2011, 04:35:04 am »

Actually, while I too believe we should try to trade with the colony ship, would it be possible (however time-consuming) to make the advanced technologies ourselves?
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #174 on: December 28, 2011, 04:37:00 am »

Actually, while I too believe we should try to trade with the colony ship, would it be possible (however time-consuming) to make the advanced technologies ourselves?

Most likely not without blue prints and a higher quality manifactory. Otherwise we would basically have to re invent it.

I also believe we should buy some clothing for dem clones.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #175 on: December 28, 2011, 04:47:28 am »

How much yollars do we have left anyway? Clothings costs 70 for 10.
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #176 on: December 28, 2011, 05:03:56 am »

I say prepare for trading. We could sell most of the cabbage and meat, plus the hard sheets. In exchange, we'll need more blueprints and maybe a module. MINING module. Yeah, forget the blueprints, grab this mining module FIRST.

This is a great idea, also get our scientist a TOP HAT!
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Evil Lincoln

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Turn 28
« Reply #177 on: December 28, 2011, 08:13:57 am »

Turn 28
Colony: 
Spoiler (click to show/hide)
Although you have never smoked any kind of meat before you do understand the principal and decide to give it a go.

The Colony ship has come into communications range and you have received a message!

Electronic message broadcast from the Vessel C.C.S Hans at 2TD 3/4/140nm

Attention all Colonies on the planet Epsilon III.

The colony ship C.C.S Hans will be in orbit and open for trading until 7TD on the day of this communication. Both the purchasing and selling of goods will be available in this time. The ship will also act as a proxy for intercolony trading for a small fee of 100 yollars per transaction which is split between the two colonies involved unless otherwise stated. Attached is the full catalouge of goods that can be purchased.

Best wishes from Colonytech: Creating new beginings since year 11

You currently have 30 yollars

Colonytech Module brochure:
Name:Cost:Description:
Basic Power Plant1000
Spoiler (click to show/hide)
Normal Power Plant2000
Spoiler (click to show/hide)
Enhanced Power Plant3000
Spoiler (click to show/hide)
Basic Mining Module900
Spoiler (click to show/hide)
Normal Mining Module2000
Spoiler (click to show/hide)
Enhanced Mining Module2900
Spoiler (click to show/hide)
Basic Agriculture Module1000
Spoiler (click to show/hide)
Normal Agriculture Module2000
Spoiler (click to show/hide)
Basic Cloning Module1200 600
Spoiler (click to show/hide)
Normal Cloning Module6000 3400
Spoiler (click to show/hide)
Enhanced Cloning Module12000 6600
Spoiler (click to show/hide)
Education Attachment800
Spoiler (click to show/hide)
Research and Development Module4000
Spoiler (click to show/hide)
Basic Manufacturing Module1800
Spoiler (click to show/hide)
Normal Manufacturing Module3000
Spoiler (click to show/hide)
Basic Accomodation Module800
Spoiler (click to show/hide)
Normal Accomodation Module1400
Spoiler (click to show/hide)
Enhanced Accomodation Module2000
Spoiler (click to show/hide)

Sofware upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier300
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Manufacture Module Blueprint creater450
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier450
Spoiler (click to show/hide)
Agiculture Module Flora Analyser500
Spoiler (click to show/hide)
If an upgrade is not featured in the above list it's price can be calculated using the formula: (Price of basic module / 2) / number of upgrades = price of upgrade.

Colonytech Clone Brochure:
Name:Cost:Description:
Basic Clone200 150
Spoiler (click to show/hide)
Worker Clone250 180
Spoiler (click to show/hide)
Technician Clone400 320
Spoiler (click to show/hide)
Basic Combat Clone400 300
Spoiler (click to show/hide)
Normal Combat Clone600 400
Spoiler (click to show/hide)
Clone Uniforms100 70
Spoiler (click to show/hide)

Colonytech Arms Brochure:
Name:Cost:Damage:Description:
Basic Laser2502
Spoiler (click to show/hide)
Normal Laser5204
Spoiler (click to show/hide)
Enhanced Laser8006
Spoiler (click to show/hide)
Machete2502
Spoiler (click to show/hide)

Colonytech Tools/misc Brochure:
Name:Price:Description:
Tool Kit200
Spoiler (click to show/hide)
Barrel70
Spoiler (click to show/hide)
Crate50
Spoiler (click to show/hide)
Grey Metal15
Spoiler (click to show/hide)

Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)


There are also advertisments from several other colonies:

Hyportech Mining is advertising for 200 units of red metal at 30 yollars each.
Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Havensafe is looking to purchase food.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Omnicorp weapons and industrial is offering to sell it's unique weapons and light vehicles as well as the blueprints required to produce them.
Joe's guns and mercs is offering protective services.

To place an advertisment of your own will cost 50 yollars.

Night will come in 7 turns.

Power: 3 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)
« Last Edit: December 28, 2011, 05:31:24 pm by Evil Lincoln »
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #178 on: December 28, 2011, 08:56:30 am »

Sell all wooden sheets for money, then discuss the price of:

- one RAW meat piece (you didn't smoked) with Gregs Teeth and Claws
- one piece of every plant you know (cabbage, vines, wood and mushrooms) with Agricorp Colony Beta
- 15 cabbages and 10 meat with Havensafe

assuming discussing is free.

Our goal is to reach 900 yollars and BUY THAT MINING MODULE.
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
Sauron makes the precious.
Gollum loves and hates the precious.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #179 on: December 28, 2011, 08:58:31 am »

{Nice way of organizing it!}

Ok, so we need to do a lot of thinking for the future here.

At about 30, we need to sell enough to earn 900 for the BASIC mining module and maybe the EDUCATION ATTACHMENT since we can easily grow clones from here.

We need more specialized clones, the sell price for normal ones are low and the production is slow so I'm leaving this to better minds.

We do not buy clone uniforms as of now.

Sell 18 cabbages (54+) and 10 meat (50), include all sheets (60). All this amounts to 194 with the 30 added in.

...

We really need to get to work for that Mining Mod. HUNT and LOG!, FORAGE AND GATHER! Put all clones to use, no need defending in the day as of now.

Oh, and as we have a lot of nutrients, begin creating clones from those.


We may also want to purchase blueprints first, they may help in our economy as we're only starting.
Can we specialize clones in the vat or do we need the education module for that?



Edit: Beat me to it kaian!  :) Going with yours.
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