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Author Topic: Build a Colony: An educated adventure.  (Read 74544 times)

Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #195 on: December 28, 2011, 11:57:04 pm »

Agree to split the shipping costs with them I guess. Offer the newly found fauna and flora by the river to the respective people.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #196 on: December 28, 2011, 11:59:02 pm »

In addition to the above, if Ardin Turisk is free, try sending him over along with one CC to retrieve the pink box and analyze or get some of those plant samples west of us.

Then reproduce them if found beneficial.

I concur. The more samples we get, the sooner we can get an Xeno module and start cloning up some livestock. Is it possible to copyright the genetic codes for the life-forms on this planet?
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #197 on: December 29, 2011, 12:03:13 am »

I suggest to find a way to open the Pink box
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #198 on: December 29, 2011, 12:14:59 am »

Actually, I just realised that the colony ship isn't offering any fabrication modules for sale. Is this supposed to happen?
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #199 on: December 29, 2011, 05:01:23 am »

-carefully open the pink box. (it presumably is the property of greg's teeth and claws)

-Offer Havensafe to reduce the price by 50 yollars, so we pay half the shipping price, in fact. (they pay 100 yollar of shipping, but retain 50 on goods' price, it will be as if they paid 50% shipping and us the other 50.)

-taste sprouts and alien native smoked meat, so this increase their value.

if we fail to increase any selling price, we'll earn 585 yollars (assuming that Havensafe will accept the 50/50 shipping deal)

Feel free to debate about what we can buy for 615 yollars.
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #200 on: December 29, 2011, 05:55:23 am »

ADVERTISING
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #201 on: December 29, 2011, 06:27:46 am »

Well, we need something that could earn us money and benefit our colony.

So checking the coordinate map, we have a gigantic forest to our northeast. We have roaming herds of native food lobster wolves and bantha cows. Also, our cloning could need a little perk, creating our own specialized clones would be an advantage as we are scientists.

I think we should advertise our finding of the box, either it may be the property of others or some secret kind of salvage.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #202 on: December 29, 2011, 06:38:51 am »

Well, we need something that could earn us money and benefit our colony.

So checking the coordinate map, we have a gigantic forest to our northeast. We have roaming herds of native food lobster wolves and bantha cows. Also, our cloning could need a little perk, creating our own specialized clones would be an advantage as we are scientists.

I think we should advertise our finding of the box, either it may be the property of others or some secret kind of salvage.

This, although I highly recommend checking what's inside before getting rid of it! Also, Ultimuh mentioned analyzers. Perhaps we can scan the geologic composition of the stuff we're standing on, to check for metals or jewels? By the way, once we have a good wall around our base and some mechas/tech 3 combat drones, we won't have to worry about the local wildlife being a threat. Then we're much more free to do whatever we want, so that everybody's ideas become easier to realize. Food for thought, you know. :)
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #203 on: December 29, 2011, 06:54:56 am »

List:


>Log down those trees adjacent to our fence and turn into sheets.
>Analyze flora samples westward of us, for trade or personal use (Preference:Ardin Turisk)
>Haggle with Havensafe for 50-50 shipping costs.
>Get that pink box open and analyze its contents [Carefully, might be a nuke.] Either advertise its presence or use for own benefit.
>Sample those Sprouts and native alien meat so we could get a higher price on them, also for added information.
>Someone mentioned analyzers that could detect what lies under our colony. Inquire on that.
>Use those nutrients to produce more clones! [Either for labor or profit. We will need a lot of labor early on though.]



((Just realized it said "Brought back the pink box..."))
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #204 on: December 29, 2011, 11:07:09 am »

In addition to the above, if Ardin Turisk is free, try sending him over along with one CC to retrieve the pink box and analyze or get some of those plant samples west of us.

Then reproduce them if found beneficial.
The combat clones already brought back the Pink Box. THey show good initiative.
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #205 on: December 29, 2011, 11:57:12 am »

Too good...

They may have to "have a unfortunate accident" soon...
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #206 on: December 29, 2011, 12:00:31 pm »

Ideally, Ardin should examine the box carefully first, and if there's a doubt as to its safety, a basic clone should open it in some distance. Unless the examination shows it to be property of another colony here, in which case we could return it unopened... depending on the colony (but since no one appears to advertise a missing pink box).
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Orb

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Re: Build a Colony: An educated adventure.
« Reply #207 on: December 29, 2011, 12:29:35 pm »

Not that it really matters much, but I noticed that we can sell our worker clones for 150 yollars, and Marco Clono is offering 150 yollars for their worker clones. Wouldn't it be in that colonies best interest to sell them directly to the colony ship, instead of paying for transfer and advertisement costs?

So I actually contribute something, I suggest we purchase the Cloning Module Genetic modifier. Being able to modify our clones to be adapted to the local environment has huge bonuses. Simple camouflage would be better than nothing(Though maybe not fun to draw).
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #208 on: December 29, 2011, 01:10:48 pm »

So I actually contribute something, I suggest we purchase the Cloning Module Genetic modifier. Being able to modify our clones to be adapted to the local environment has huge bonuses. Simple camouflage would be better than nothing(Though maybe not fun to draw).
We'll definitely want it later, but we really should save up for a mining module first, so we can actually make money.

(Is there some sort of medical module? Where would animals be analyzed for edibility/other information?)
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Geen

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Re: Build a Colony: An educated adventure.
« Reply #209 on: December 30, 2011, 04:30:58 pm »

Go with all the deals, open the pink box, and barter for the mining module. If we cannot afford it, seize it by force.
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