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Author Topic: Build a Colony: An educated adventure.  (Read 74500 times)

Angle

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Re: Build a Colony: An educated adventure.
« Reply #570 on: January 18, 2012, 02:54:50 pm »

I think we should start work on some more serious constructions, we need more lodging, a warehouse area, and some more serious defenses. I'm thinking of buying a capacitor and maybe some more power generation and then some turrets, the accomodations and warehouse we can probably build ourselves. but maybe that should wait for morning.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #571 on: January 18, 2012, 03:11:54 pm »

I think we should start work on some more serious constructions, we need more lodging, a warehouse area, and some more serious defenses. I'm thinking of buying a capacitor and maybe some more power generation and then some turrets, the accomodations and warehouse we can probably build ourselves. but maybe that should wait for morning.
We can only buy when the colony ship comes around. Also, we don't need a capacitor, we can just buy battery blueprints and make them ourselves.
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #572 on: January 18, 2012, 03:45:39 pm »

I was talking about the Omnicorp Capacitor, which can store 20 power and sells for 450 Yollars. It'd take a lot of batteries to assemble something like that ourself. With that, we could buy some anti-tank plasma turrets or fixed lasers, making us a much more dangerous target. As it is now, we're rather vulnerable.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #573 on: January 18, 2012, 04:04:07 pm »

I was talking about the Omnicorp Capacitor, which can store 20 power and sells for 450 Yollars. It'd take a lot of batteries to assemble something like that ourself. With that, we could buy some anti-tank plasma turrets or fixed lasers, making us a much more dangerous target. As it is now, we're rather vulnerable.
Batteries store one power each, but are made three at a time. So, in order to make  7 batteries
Blueprint: 70
Arodine: 7*3=21
Plump helmet wood: 7*5=35
7 turns= ?
126 yollars. Which is 1/3 the price of the capacitor
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #574 on: January 18, 2012, 05:11:33 pm »

Quite apart from that, that is both costly and would detract from our true calling as a genetic tinkerer with a moral compass studded with magnets. We aren't turning ourselves into an arms manufacturer, or at least not until we have the clones to use the stuff we make, and we can't just summon money from thin air. Our greatest military and economic asset is our cloning. If we keep working on that, we can build our own workforce and security force, and produce other clones to sell, gathering funds for future expansions and arming our security. Heck, we could even consider hiring outside security while we concentrate on improving our cloning and manufacturing capabilities, which would enable us to transition to self-defense much more rapidly.

The one point where I've always agreed with Armok is that our central strength is our cloning prowess, and deviating from that could cause serious problems down the road.

Also, ebbor is correct in that we can produce much of what we need from local materials, allowing us to save our yollars for the important stuff (i.e. things we can't make, such as modules).


Other things we should consider are getting another comm so we can stay in contact with the combat team.

Also, we will only have 1 wood left, therefore I recommend that in the next day we send a worker and a guard to the forest to the southwest (bottom-left) to harvest from the forest, with orders to retreat if lobsterwolves are spotted AT ALL.

In the meantime:
>Order production of concrete, assuming it can be stored bare without anything happening.
>Order production of torches, place them mainly on the south and west borders.
>Order the miners and half the basics to go to sleep. If the other 2 combat clones return, order them to go to sleep as well. Go to sleep. Order the other clones to wake us and switch with the others after 7 hours have passed. Order the first-watch clones to wake us if we are under attack or anything suspicious is spotted.
>Before sleeping, contemplate our feelings to see if we have any bad vibes about tonight.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #575 on: January 18, 2012, 05:26:34 pm »

-Order everyone to stay inside the fence.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #576 on: January 18, 2012, 05:30:31 pm »

Thoughts: We will need a somewhat large and steady supply of water to use concrete, as well as a way to mix and reliably move/pour said concrete.

> Begin manufacturing hard wooden sheets to reinforce the fence.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #577 on: January 18, 2012, 05:48:50 pm »

Thoughts: We will need a somewhat large and steady supply of water to use concrete, as well as a way to mix and reliably move/pour said concrete.

> Begin manufacturing hard wooden sheets to reinforce the fence.

I concur. We should also put an eye into building a hydroelectric plant by damming the river and diverting the flow.
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #578 on: January 18, 2012, 07:37:21 pm »

Thoughts: We will need a somewhat large and steady supply of water to use concrete, as well as a way to mix and reliably move/pour said concrete.

> Begin manufacturing hard wooden sheets to reinforce the fence.

I concur. We should also put an eye into building a hydroelectric plant by damming the river and diverting the flow.

Right now, If a pit is above our capability, hydroelectric daming might be too. I think we can get a LOT of power in the meantime, using a basic wooden water wheel in a narrow section of the river, connected to an AC electric generator.


Too bad a spaceship didn't crash into us yet. think of all the metal scrap! and biomass.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #579 on: January 18, 2012, 07:41:38 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #580 on: January 18, 2012, 07:47:43 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
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Ochita

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Re: Build a Colony: An educated adventure.
« Reply #581 on: January 18, 2012, 07:49:00 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.
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Glacies

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Re: Build a Colony: An educated adventure.
« Reply #582 on: January 18, 2012, 07:50:25 pm »

More in favor of the building watermills plan. Because we're actually equipped to do it, and yeah, messing with mega corps would be an...ill-informed decision.

Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #583 on: January 18, 2012, 07:53:01 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.

If they send attack shuttles, just.... fus ru DAH!!!!!
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #584 on: January 18, 2012, 07:55:09 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.
If it is a convincing accident and we assist them with cleanup and rescue operations why would they kill us?
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