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Author Topic: Build a Colony: An educated adventure.  (Read 74479 times)

Geen

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Re: Build a Colony: An educated adventure.
« Reply #600 on: January 25, 2012, 05:59:40 pm »

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Evil Lincoln

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Turn 56
« Reply #601 on: January 25, 2012, 09:46:20 pm »

Turn 56
Colony:
Spoiler (click to show/hide)

You send some of the clones to sleep and barricade the doors(using 3 planks...), there is one more unoccupied bunk that you can use once you finish the 'Minnion' research.

The two combat clones have returned, they say they discovered a settlement to the north.
Settlment:
Spoiler (click to show/hide)

You are amazed that you diddn't somehow notice such a large building earlier.

They also analyse the corpse of the pink alien native.
Results:
Spoiler (click to show/hide)
It seems pretty usless. But at least they are easy to kill.

Finaly you contact Red Tape, they say that you can either send them specific blueprints and they will give you a quote or you can send them a price range and a brief description of what you want and they will design something for you. Then they'll build it. Sounds simple enough.

You have 1 turns of research into 'Minnion' clones to go.


You currently have 85 yollars


9 turns until day.

Power: 4.1 (+0/-0.4)

Inventory:
Spoiler (click to show/hide)

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

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

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)
Party Members:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)

ADS:


Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Want to engage in business after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.
Hyportech Mining is selling a variety of metals.
The Impex Corporation Weapons department is now selling blueprints for body armour. From helmets to Boots they have you covered.
Red Tape building services is now open for business. Equipped to build anything from walls to Towers to underground facilities.

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 27, 2012, 12:24:09 am by Evil Lincoln »
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #602 on: January 25, 2012, 10:26:26 pm »

Well, when dawn breaks, we'll need to introduce ourselves to the other settlement. Nice and friendly. (With a clone or two in reserve, armed as heavily as possible.
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Elfeater

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Re: Build a Colony: An educated adventure.
« Reply #603 on: January 25, 2012, 10:41:28 pm »

Well, when dawn breaks, we'll need to introduce ourselves to the other settlement. Nice and friendly. (With a clone or two in reserve, armed as heavily as possible.
Aye, but then later, as we grow strong we kill em all!
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #604 on: January 25, 2012, 11:34:05 pm »

Population:
Spoiler (click to show/hide)

((There really must be something done to represent the eight, for those who are wondering))
Code: [Select]
Population:

Work:
1x Worker Clones
1x Worker GoRo

3x Worker Clones(8)

1x Basic Clones
2x Basic Clones(8)
Combat:
2x Combat Clones
2x Combat Clones(8)

Well, when dawn breaks, we'll need to introduce ourselves to the other settlement. Nice and friendly. (With a clone or two in reserve, armed as heavily as possible.
Aye, but then later, as we grow strong we kill em all!

You really want to get us killed. We are already in exile.

 ;)

Arm all the non-sleepers, then go to sleep yourself. We don't want all of them to die out, and the ones who would wake up would be trapped...

Smelt that ore.
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #605 on: January 26, 2012, 12:12:36 am »

We can't smelt, we have no smelter.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #606 on: January 26, 2012, 12:49:47 am »

We can't smelt, we have no smelter.
The mining module can smelt.

((There really must be something done to represent the eight, for those who are wondering))

Turns out ticking the "Don't use smileys." box doesn't actualy disable smileys then. I put some spaces in to fix that up.
« Last Edit: January 26, 2012, 03:22:01 am by Evil Lincoln »
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #607 on: January 26, 2012, 09:15:59 am »

Just sleep.
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #608 on: January 26, 2012, 09:40:16 am »

Finish the minion, smelt the ore, sleep.

Havensafe - Those are the people we sold food to.
« Last Edit: January 26, 2012, 09:45:08 am by Angle »
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #609 on: January 26, 2012, 11:04:07 am »

>Finish minion.
>Smelt ore.
>Contact Red Tape with the dimensions of our perimeter, and inquire as to the cost of a reinforced concrete wall 4 meters high and 2 meters thick, leaving an empty space at the gate, with two ramps on the inside, one each on the east and west sides, to reach the top, with a raised lip about 1 meter above the walkway. ((We can build or buy a gate and towers later, as the money becomes available. If the cost for the wall is reasonable, I'd say we should pay them to build it, as soon as we get the funds. To support this and other expansion, we should focus on increasing production of sellable clones and genetic blueprints.))
>Order 1st shift clones to wake us if attacked, otherwise to wake us after 7 hours and switch with the sleepers, continuing work until then.




We can wait to plan a trade expedition until we have something to trade.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #610 on: January 26, 2012, 11:41:57 am »

>Finish minion.
>Smelt ore.
>Contact Red Tape with the dimensions of our perimeter, and inquire as to the cost of a reinforced concrete wall 4 meters high and 2 meters thick, leaving an empty space at the gate, with two ramps on the inside, one each on the east and west sides, to reach the top, with a raised lip about 1 meter above the walkway. ((We can build or buy a gate and towers later, as the money becomes available. If the cost for the wall is reasonable, I'd say we should pay them to build it, as soon as we get the funds. To support this and other expansion, we should focus on increasing production of sellable clones and genetic blueprints.))
>Order 1st shift clones to wake us if attacked, otherwise to wake us after 7 hours and switch with the sleepers, continuing work until then.
>We can wait to plan a trade expedition until we have something to trade.
This.

ALso, did anyone notice that we don't have enough power to run the colony till day. We will run 1 hour short.

Also, when does the colony ship come back.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #611 on: January 26, 2012, 11:47:21 am »

>Finish minion.
>Smelt ore.
>Contact Red Tape with the dimensions of our perimeter, and inquire as to the cost of a reinforced concrete wall 4 meters high and 2 meters thick, leaving an empty space at the gate, with two ramps on the inside, one each on the east and west sides, to reach the top, with a raised lip about 1 meter above the walkway. ((We can build or buy a gate and towers later, as the money becomes available. If the cost for the wall is reasonable, I'd say we should pay them to build it, as soon as we get the funds. To support this and other expansion, we should focus on increasing production of sellable clones and genetic blueprints.))
>Order 1st shift clones to wake us if attacked, otherwise to wake us after 7 hours and switch with the sleepers, continuing work until then.
>We can wait to plan a trade expedition until we have something to trade.
This.

ALso, did anyone notice that we don't have enough power to run the colony till day. We will run 1 hour short.

Also, when does the colony ship come back.

We'll need to invest in another power plant soon as well. IIRC the colony ship returns on the third turn of day.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #612 on: January 26, 2012, 11:54:23 am »

Depending upon how much energy  we need, a few batteries could be enough, as we are overproducing energy at day.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #613 on: January 26, 2012, 12:20:05 pm »

True. But when we get another module or two that requires power, we're pretty much going to have to get another reactor. The batteries would be good for recharging the rifles, though, to prevent that from being a drain on our power again.
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Talvara

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Re: Build a Colony: An educated adventure.
« Reply #614 on: January 26, 2012, 12:22:37 pm »

I'm pretty sure the powerplant is equiped to burn fuel to generate energy when the sun is out.

If we're concerned about damage a possible power outage could do... we could burn some wood in the power plant to tide us over for the night
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