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 Pioneers of space. (Always open) 
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Data Realms Elite
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Post Re: Pioneers of space. (Always open)
"We'll support your claim for a entrance to the alliance too. Its always good to have more friends out in the Black."

I've also realized what I will do as part of my actions on next turn.


Thu Apr 19, 2012 8:57 am
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Post Re: Pioneers of space. (Always open)
Apologies. Adjusted stats on SciCorp next turn.
Do you want to impliment the chemical refining? i take it as a yes, ill adjust it next turn.

Apologies. I had forgot about anderson too, didnt help with people saying "whered that come from"

Alas, i had also forgotten to PM Fail Flail. Which ill get onto now.


Thu Apr 19, 2012 12:28 pm
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Data Realms Elite
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Post Re: Pioneers of space. (Always open)
Psygnosis wrote:
Apologies. Adjusted stats on SciCorp next turn.
Do you want to impliment the chemical refining? i take it as a yes, ill adjust it next turn.

Woot :D

Here's hoping the better science stats should lead to a breakthrough or two in teleportation tech. I don't plan on teleporting people with it though. Too much risk of horrific death.

I have a great plan for it though.


Thu Apr 19, 2012 6:48 pm
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Post Re: Pioneers of space. (Always open)
Canis Minor

Bigger private sector damn it! Found a few civilian starship yards.
More ore is sold to the private sector, boosting the number of startup corporations. Using the free destroyer dock the first of the civilian frieghters begins construction.

Give the new frigate a name, then start production of a flotilla of 12 frigates.
The Varg Seige Frigate is finalised and construction begins.

More teleportation science.
SciCorp begin their focused exerimentation on fusion reaction colapse, using two splices at once they discover that anything caught in the gravitational colapse of the first one is expelled from the 2nd one moments later.
All they need is a large enough fusion reaction, to splice it and send it to the point where it needs to be teleported to, and then place whatever is to be teleported into the fusion reactions gravity well.

Additional research begins into heat shielded pods for humans and SciCorps weapons team theorize you could fire a fusionreaction via the "gates" that were designed earlier into a ship, then teleport all the people via the reaction.

The Dam's turbines come online, just one more left to be installed and the dam will be fully operational.

Gungnir Industries

(Population/Metal/Internal affairs wont progress however they will still react to major issues)

Gehenna

Recover everything, dammit! Attempt to salvage whatever backups are available and improve safety locks on the virus project (cut off its links to outside systems and contain it within the database).
Scientists begin feverantly working around the clock to restore systems. The stations come back online however drones and other external devices are going to take longer. The heat proof habitation has yet to come back online along with the drones.

If the repairs succeed, continue research on the recon/ECM cruiser (nicknamed the "Haywire" by the Gehennan's dry sense of humor).
In the chaos of the virus all files pertaining to project Haywire have disappeared not even the corrupt files or paperwork remain and the Gehennan scientists have to start again, whilst a little perplexed as to where the files have gone.

Begin production of a small fleet of 9 Pit Dog chassis. Equip three of the new ones with the standard flak turret configuration, four of them with close-range heavy lasers, and the remaining two with advanced radar and missile hardpoints.
The first of the PitDog Mk2 leaves the station, whilst the last waits for an additional shipment to recieve its weapons loadout.

Nono Entromiybo


Thimai

Build an Assault Destroyer
The Thimai Assault Destroyer begins construction, current estimate puts it at taking upwards of 50 turns to complete without extra income (you only make 0.1t of metal a turn right now, refineries can refine +500, and chem refineries can do 1t a turn. you can also trade raw metal for metal at negotiable rates)

Expand Capital
The capital expands as much as it can however the metal shortage gives the colonists nothing to build with. The general public becomes restless. allready colonists are stealing panels from around the colony ship to construct their own shanty housing.

Begin stripmining operations
The Drones work to their maximum capacity, and engineers offer to overdrive the drones however theres a chance they could burn out.

Xexelith


Stationem XXVI

>Continue colonizing, begin building scout towers.
Scout towers are errected on the outskirts of the settlement, most of the atmospheric suits are put to work with this.
at the end of the turn 4 towers are constructed allowing you to see further across the asteroid.

>Start making the main ship into a small space station.
The main ship upacks into a spacestation by the asteroid habitation areas are expanded and the command area is converted into additional living space.

> Mine asteroid for resource.
Mining of the asteroids resources begins, raw metals are found on its surface and are refined into a basic metal.

Klik'Tar

Have The small fish scout out the wreckage and report it to the Hive Mind if they find anything that could aid the comms relay.
The small fish scout out the wreckage, the remains of the fusion reactor are found however without any heavy metals it wont be starting up for a while. The only power currently comes from the single remaining Khan heavy interceptors reactor. Exploration of the wreckgage provides a good record of the holes plauging the vessel along with unfortuante news that the engines did not make it down to the planet with us.

Make the whales continue to blow up in order to infect more fish
The expanding cloud of underwater bacteria can be see nfrom space. a vast dark green smudge on the blue planet.

Were the humans ship pilots/engineers/anything useful? If so amalgamate them into the Hive Mind to have it extract memory and grow, if not then get a whale to come to the surface and allow itself to be fed upon by the Klik'Tar. Do not let the humans eat.
The Kliktar eat some of the fish brought to them by their cousins in the sea. meanwhile ransacking the minds of the humans no additional information is found.

Verigon

Scan for a habitable planet.
The two habitable planets in the system orbit each other, both appear to easilly sustain life. and allready have their own ecosystems.

Convert crew quarters into science labs with built in bunks
The habitation areas on the ship are minimized in favour of the science labs, with science becomming a major point in the Verigon colony.

Expand engineering, hydroponics, and labs by lessening wide hallways.
The ships ergonomic features are downscaled or entirely removed in favour of engineering, hydroponics and science labs.
some additional room is given however there wasnt much more availiable.

Image


Fri Apr 20, 2012 3:03 am
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Data Realms Elite
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Post Re: Pioneers of space. (Always open)
Woo huge amounts of science power.

Divide the planet into states, then encourage people to settle these new regions.

Alright, by states, I mean actual states, like California and the like. Anyone who is watching the thread is free to take control of one of these states. You won't be independent, you'll be part of my nation still, but I'll grant you free reign to do pretty much what ever you want inside your state.

A real life example is the USA. There is the President, who rules the nation, and you have governors of various states.

Order the orbital construction vessels to build Imperial Fleet Central Command or IFCC directly onto the shipyards.
A central command base for the organization of my fleets is definitely a damn good idea.


Start construction of a Arcology.
Arcologies are the best thing ever. Houses, offices, factories, schools, hospitals, police stations... Everything a city could need. All in one titanic building capable of housing hundreds of thousands of people, if not more. They are so big they need to have their own internal transportation networks of trains.

It'll take a long time to build.

If dividing my planet into states is not a action, then here is the replacement.

Improve teleportation technology. Perhaps the use of teleportation pads and sensors connected?


Fri Apr 20, 2012 3:28 am
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Post Re: Pioneers of space. (Always open)
I was intending to manufacture the same model Pit Dogs, by the way; just with different weapon configurations (flak ships designated Flyswatter, laser ships designated Lightshow, missile ships designated Firecracker). What's changed in the Pit Dog Mk2?

Continue electronics salvage. Attempt to reestablish contact with asteroid bunkers and mining drones.

Rework Project Haywire with stricter virus control standards (no virus access to outside systems; sealed database protocol).

Top up metal production by increasing the mining drone fleet to 14 drones. Work up a way to improve their efficiency. If they use drills, perhaps install artificial-diamond drillbits and cutting edges. If they use plasma cutters or lasers, augment them with purified-heavy metal laser technology.
I wasn't exactly sure how the mining drones mined things.


Last edited by TheKebbit on Fri Apr 20, 2012 9:28 pm, edited 4 times in total.



Fri Apr 20, 2012 3:33 am
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Post Re: Pioneers of space. (Always open)
Quote:
What's changed in the Pit Dog Mk2?

Just trying to differentiate for my own notes. Ill give em the names youve provided though. Thanks :)


Fri Apr 20, 2012 3:35 am
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Data Realms Elite
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Post Re: Pioneers of space. (Always open)
TheKebbit wrote:
Based on Canis' generous state-ownership offer, send a team of AMEC executives and SAAT head scientists to negotiate. An unexplored frontier state with lots of ocean access will do nicely. Name it Corporate Federated Landmass 17 (the "Omicron Expanse").

I don't mean for people already in game to do it.

Since we are running out of space for new players, I decided to divide up my territory to allow new players to manage part of the whole.


Fri Apr 20, 2012 3:49 am
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Post Re: Pioneers of space. (Always open)
I'm terrible at managing an economy...

Halt production of Destroyer

Make more mining drones

Continue stripmining


Fri Apr 20, 2012 3:52 am
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Post Re: Pioneers of space. (Always open)
Izen wrote:
I'm terrible at managing an economy...

If you want my suggestion, have your scientists develop radiation suits, then send out some civilians in said suits to mine with tools.

More ore then, but that's not what you need.

You need refineries, and lots of them.


Fri Apr 20, 2012 3:54 am
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Post Re: Pioneers of space. (Always open)
Land on the more habitable planet. Begin unpacking.

Send mining team to look for useful minerals.

Have colonists make farms.


Fri Apr 20, 2012 5:13 am
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Post Re: Pioneers of space. (Always open)
Have 2 Klik'Tar Mutate Into Having Working/Mining Tools and gills.

If This succeeds make them mine underwater for anything able to aid the comms relay.

If I can begin rebuilding the Khan Interceptor unt Comms Relay, focus mainly on Comms.


Fri Apr 20, 2012 7:26 am
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Post Re: Pioneers of space. (Always open)
Skeggy: "unt" ?


Fri Apr 20, 2012 2:18 pm
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Post Re: Pioneers of space. (Always open)
Yes, the popular term for 'And' In Germany (Or some other country :P) lOl


Fri Apr 20, 2012 3:18 pm
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Post Re: Pioneers of space. (Always open)
>Create space-farms with space wheat, corn, and rice. Or the closest equivalent to these products available.

>Research the raw metals found in the mines, try to refine into malleable material.

>Build a huge space wharf, for the docking of caravan units, military ships, and personal vessels for the indubitably rich.


"I'd first like to send a caravan to Gehenna, being the industrial power of the area. Canis, don't worry, I'll send yours soon enough. (to Gehenna) Is there anything you could be needing, friend? And, in turn, is there anything you would be able to spare for our growing colony?"


Fri Apr 20, 2012 11:11 pm
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