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File 126628179328.png - (10.16KB , 785x458 , Chapter 2.png )
132287 No. 132287 ID: 35cea2

453 posts omitted. Last 100 shown. Expand all images
>>
No. 165363 ID: 7f46a5

>>165334
i mean for the eventual "you have runned out of resources! my spreadsheet is accurate this time!" that ed is going to trhow at us.
>>
No. 165392 ID: 7524b0

>>165363
Oh no, don't worry about that. I cleared it with him. We have over 9000 Metal right now, and 900 per turn. That is plenty to make all this stuff.
>>
No. 165641 ID: 7524b0

I did some number crunching.

During the first 4 turns we're using up an average of 2791 Metal per turn, taking into account all the Large buildings being built, the Goods we're making, and the military supplies being produced.

That leads to an income of -1891. So, that's 7564 Metal used by the end of turn 4. After that, most of the Large buildings are done and income is positive again.

The only other thing being built during that time is a Small Smelter at Irontown. That's just 100 metal. SO. We're good there.

When all the Large buildings finish, Workers should be working at these structures:
RYXIX
2x Condominium (50)
2x L Coast Derrick (400)
1x L Ceramist (200)
2x Biodomes (400)
3x Luxury Complex (150)
2x Mall (250)
1x L Entertainment (200)
1x Command Nexus (250)
1x Small Smelter (30)
1x Large Factory (320)
2x M Entertainment (150)
1x Uranium Filter (50)
1x Stadium (30)

NEW MONUMENT
1x Stadium (30)
1x M Shopping (50)
1x M Entertainment (75)

IRONTOWN
2x Large Derrick (400)
1x Medium Factory (125)
1x Small Smelter (30)
3x Condominium (75)
1x Biodomes (200)
1x Stadium (30)
1x M Shopping (50)
1x M Entertainment (75)

That totals 3620.
"But wait!" you say. "That's more than we have!"
That's okay. We have extra Professionals. They can slum it up for a month.

OHH SHIT I just found something that I fucked up. When the Large Factory at Ryxix finishes building, shut down 3 Medium Factories at Irontown and send workers to fill it. Otherwise, we don't have enough workers.

Oh, may as well list how many Professionals are used after the Large buildings are finished.

RYXIX
1x Large Labs (200)
1x Medium Lab (125)
1x Med District (60)
2x University (120)
1x College (25)
1x L Factory (18)

NEW MONUMENT
2x College (50)
1x Hospital (25)

IRONTOWN
1x Med Outpost (10)
1x Med Factory (4)

That's 637. Obviously this is less than 742, which is why I said we had extras before.

I'm not going to touch on Ceramics or Uranium because we have enough of that. Trust me. The amount we're using comes out to something like 1500 TOTAL ceramics, and way less Uranium. Even though most of our military stuff uses Uranium, it's never more than like 10 for each unit. So we're spending like 300 or something. I didn't even look.
>>
No. 165643 ID: 7524b0

Oh, I'd like to add that I have no idea how much extra Metal the buildings in IRONTOWN are using.

That could actually be a problem.

Still, we have about 1500 extra metal at the end of turn 4. Ah, I got the exact amount Pastry said we actually have: 8966. ...actually Irontown's been around since turn 38 but let's just ignore that for now.

So anyway that means... well, the costs are spread over 5 months instead of 4, so add 25% to that...

Alright, so long as the buildings in Irontown don't cost more than 1750 extra Metal total, we're good. The non-orbital buildings cost 2650 total. I really doubt that building on the moon costs more than 50% extra metal so I'm pretty sure that this is going to work anyway.
>>
No. 165648 ID: 0fc814

>1x Small Smelter (30)
You mean Medium, right?

Hey, there's no Large Smelter, I see. I guess it's not really necessary, since each smelter seems to be able to service X number of derricks regardless of size.

Also, voting that we build the large factory at Irontown instead. Like you said, most military units use more metal than anything else, so we should put the industry nearest the metal.
>>
No. 165676 ID: 7524b0

>>165648
There's actually 2 large factories being built in Irontown. It's just that they take a turn longer to complete.
>>
No. 165686 ID: 0fc814

>>165676
If we have the workers for all three, then by all means.

With the increased unit costs, we shouldn't have to worry too much about running out of resources, even with 189 BP. (Assuming that the Large Factory produces 54+9 BP total)
>>
No. 165790 ID: 54af1f

Well then, keep doing careful, patient diplomacy, leave trade terms on the table and so on.

Let's go meet the people of UB
>>
No. 165801 ID: 1569b3

god dammit, where is the micro nuke and orbital bombing system when we get a balancing patch?
>>
No. 165804 ID: 1569b3

>>165790
not before getting some research on them.

suggested research pattern:
those folks on UB (36 or so RP)
micro nukes (10RP)
complex orbital bombardment system(10 RP)

for major tech id say minor automatization (90RP) or possibly breaker alloy (120RP).
>>
No. 165812 ID: 35cea2
File 127155273426.png - (153.29KB , 1800x1460 , Base Report 2-6.png )
165812

With the dismantling of NEW MONUMENT, the natives will no longer be a nuisance to us. Tensions are relaxed, though they still refuse to let us anywhere near the Anomaly or lend us 10 mages for us to research (much the the chagrin of our scientists)

Also, here's the stats for our newly researched CIVILIAN DROPSHIP, and our not-as-newly researched LARGE SMELTER.



NOTE: Once again, I've made a few errors. Some of the in-training professionals and workers were due for graduation this turn, and the LARGE COASTAL DERRICK uses 10 POWER, not 4.

Also, for rebalancing purposes, the NUCLEAR BOMBS that our bombers can carry will henceforth cost 5 METAL, 20 URANIUM, 5 SC and 10 BP.
>>
No. 165817 ID: 54af1f

Ok, leave offers of trade and friendship on the Dryad's table and let's go talk to the other aliens
>>
No. 165819 ID: 1ac39d

let's tunnel under the dirt to the anomaly!

but seriously, let's start bio conversion of the desert. if we make MORE trees and turn a lifeless area into a huge forest it may confuse them.
>>
No. 165820 ID: 1569b3

>>165817
i just realized we dont have a image of them asides radiowaves. lets get the research, at least this way we prevent a major diplomatic failure when we comunicate with them.

also its IMPERATIVE for them to not know where we are. if they are good capitalists they will love to harvest this planet.
>>
No. 165832 ID: 4291b2

>>165819
Or we could go the quicker route and send our commandos to school and turn them into professionals, then they can go and reasearch the place. As it is now they're just sitting around doing nothing really useful.
>>
No. 165837 ID: 1ac39d

>>165820
that's a good point, do they have any satellites? or maybe some kind of TV shows? watching a few of those would be helpful.

make sure our landing craft comes in big and showy so it can't be covered up by a government. and what should are contact lvl beat first? 3rd kind or 5th kind?
>>
No. 165839 ID: 1569b3

>>165832
holy shit man we are not waiting 96 turns to get some dudes that may or may not be able to do it. we need 50 commandos for that and we barely have 20.

>>165837
i am led to belive the aliens at UB are these>>161609

we can research their culture from very far away. i really wanna do that before dicking meeting them.
>>
No. 165840 ID: 1ac39d

>>165839
i doubt the shrimp things are them, despite how different they may be they would need digits to build things, and they would need to be good enough that they could make circuitry.
>>
No. 165841 ID: 1569b3

>>165840
well if psycholord doesnt get psychotical over it, its likely this new race also has some sort of half-assed given tecnology that they cant reverse it/its heresy to understand it.

like, they have factories that consume material and spew stuff at a very effective rate, everything else is simply traded and trained.

lets get to disc if you have more about this silliness.
>>
No. 165842 ID: 1ac39d

>>165841
then why have ads? if it spews out only a few things then ads would be pointless as everyone already uses a certain thing and competition for types of thing would not exist.
>>
No. 165843 ID: 1569b3

good point, but they must have some sort of restrain.

the breaker could not understand how to repair stuff, they are gengineered for battles. thie restrain seems genetical in nature.

the dryads are entirely magic dependant. they dont develop new spells apparently and are not interested in any kind of technology. their restrain is social and tecnical, since its possible to turn off magic.

thse dudes have a manufacturing force. maybe they can make crafts but are restricted on the avaliable technology. like lack of SC.

oh god it IS avatar.

wait, do we produce radiowaves? are they captating our TV shows?
>>
No. 165892 ID: 0fc814

Okay, we built too many things. No big deal. We'll just peter along until the next batch of workers graduates in ten months.

With two colonies instead of three, the burden on our transports must be lessened.

With that in mind, however, we want our gestation lab to start building ASAP, which means that this next build order is just one month. (This also means we need to find things to shut down to run it)


NOW:
Assist the Large Orbital Factory with 27 BP from the working Large Factory, bringing it up to 36 BP capacity.
Begin building a CRUISER at the LARGE ORBITAL FACTORY. (Scanner Jammer variant) (ETC: Turn 82)

With the remaining 36 BP:
13bp: 13,000 units of Nondurable Goods
8bp: 1,300 units of Durable Goods
15bp: 1x Gunship

In 1 Turn: <New Action>
>>
No. 165985 ID: 7524b0

HEY. Wait just a fucking minute.

There's mistakes in what was built too.

That extra Medium Smelter in Irontown should be a Small Smelter, which services the 2 Large Derricks. None of the Medium smelters should be in use right now, because we don't need them. We only have 2 derricks in each settlement. That frees up 75+45 workers.

Also, that Greenhouse in Irontown should be shut down, if not dismantled. It's not necessary, and is inefficient. That frees up 75 Workers.

And again, the Large Ceramist in Irontown was not supposed to be activated. That's another 200 Workers.

That Large Orbital Factory was not told to be operational either, but it looks like Test wants to use it so whatever. It's only 100 workers anyway.

So we actually have 395 Workers in buildings I didn't want active in the first place, and have no reason to be active now. Hey, that Medium Factory should have been active as well, to keep up the 72 BP so we could build all that produce and shit. It's okay to have it shut down now, I guess...

With those extra Workers we can activate the second Large Factory at Irontown. HOWEVER, we need a Factory running in order to produce durable/nondurable goods for our mans to consume. Might I suggest getting a huge stockpile up? Then we can turn its full attention to Orbital shit for a while.
>>
No. 165988 ID: 7524b0

...Oh wait, the Large Orbital Factory can only be assisted via 27 of a land factory's BP?

That sucks.
>>
No. 165996 ID: 1ac39d

>>165988
it's pretty much building parts on the ground then using a ship to move them to orbit. it has a maximum assistance amount due to the fact that even if the parts are there it takes time to put it together. if we research a way to enhance the ability to put stuff together in space, the max assist would go up. only other way i can think of to make it go even faster is to have more then one orbital factory working together. like have four move in near each other in a rectangular formation and all work on a carrier at the same time. should be doable because the carrier is larger then the factory.
>>
No. 166028 ID: 4291b2

>>165839
20 will do just fine. Making new commandos isn't easy, to start with only 1 in 200 has what it takes, and there is a mortality rate of 50% in the training. And we don't know how long that would take. Currently our commandos isn't doing anything. Lets give them some proper scientist training, heavy implants and then send them out to the anomaly building.

>>165892
Sounds good. We should probably also research new civilain freighters with the new ship classes and see what we can make with them.
>>
No. 166116 ID: 0fc814

>>165985
I vote we keep both Large Ceramists going, (we need it for the cruiser) but you are correct about the smelters. (Is that how it works? Seems a little odd that a Small Smelter can service two Large Derricks, but not three Small ones...)

So, keeping the orbital fac and the ceramists going, that should free up 195 workers. More than sufficient to start running that Electrolysis Plant.

>>166028
>20 will do just fine.
Anomaly research requires 50 scientists. And implants have a death rate. And I don't think training them as scientists is possible. (Special forces personnel have to train a lot to keep up their fitness and skills)
>>
No. 166120 ID: 4291b2

>>166116
Damn, missed that part. Ok, so that plan won't work. And we don't really have enough spare professionals to train them.

I guess we could just send the commandos with a live link to a team of scientists. The scientists will guide the commandos and make them look at the right places and get the right information. The our commandos leave. Our scientists study what we have and once they know about what to look for our commandos do another trip.
>>
No. 166192 ID: 1569b3

>>166120
later on when we work this diplomacy a bit we will check out the anomaly. so far im hoping to "buy" our way in, we just have to find the right drug.

also wans the greenhouse on irontown used for personal amusement? as in, its a actual park to de-stress people?
>>
No. 166422 ID: 35cea2
File 127164434986.png - (165.67KB , 1800x1460 , Base Report 2-7.png )
166422

GESTATION TANKS: Produces 300 NONWORKERS every 6 months. Produces other types of organisms at different rates. Organisms created here can be implanted with 50% reduction in mortality rates (Implantation still uses IP).

>>165840
The shrimplike aliens are indeed the sentient species on that planet. They use those branching appendages extending from the front of their body to manipulate objects.

>>166120
Research in this method is impossible, but COMMANDOS can go ahead and scout the facility for some basic information. There appears to be a permanent Dryad guard stationed there, but the chances they will be able to compromise our COMMANDO team is very low.

>>165837
Next update will be the diplomatic session, unless there are any objections from the rest of the suggesters.

>>165985
Right, gotcha. I'm fairly sure everything is fixed now.
>>
No. 166423 ID: 35cea2
File 127164437325.png - (94.83KB , 868x1904 , Tech tree.png )
166423

Research has been completed on GESTATION TANKS.

New Techs unlocked:
DESIGN NEW LIFEFORM: Describe a new organism we can create at the GESTATION TANKS. Post suggestions in the discussion thread, and understand that all techs are subject to realism/balance adjustments.
GENETIC ENGINEERING IV: Further increases population growth. Reduces deaths from implanting by 50%, and deaths from COMMANDO training by 25%.
>>
No. 166427 ID: 1ac39d

if the commandos think they can, then i am okay with giving the go ahead.
>>
No. 166433 ID: 35cea2

>>166422
Another little error: LARGE LABS should require 300 Professionals, not 200.

We have currently 0 spare RP, 4 active LARGE LABS and 36 RP per turn.
>>
No. 166548 ID: 283408

>>166423
Ok, I think it might be a good idea to get some of the minor stuff out of the way now. Like the improved motors, the truster upgrade and the fusion casters.

Give the Commandos the go ahead on scouting the anomaly. Save everything from their cameras for further study. It might not unlock the secrets of the complex, but I'm sure it could be useful.
>>
No. 166600 ID: 7524b0

Warp Tech II please!
>>
No. 166871 ID: d3ac36

Hang on. Before we send the commandos to spy on the anomaly, do we know if they dryads have any special magic detection powers?

Do we really want to start diplomacy with the bug-creatures? What would we be trading for, in such a case? Superconductor? Metal? Uranium? Finished goods?

Seconding Warp II.
>>
No. 166872 ID: 1ac39d

>>166871
before we can figure out what we are trading and how we need to make contact. they could react any number of ways to extraterrestrials. if they react very positively then we could set up a full blown outpost and trade stuff. if they react ever more negatively then the dryads we just leave and never come back.
>>
No. 166873 ID: 1ac39d

>>166872
oh and warp 2 please
>>
No. 166876 ID: 1569b3

dudes, we need orbital bombing case we get in war with the dryad. playing supression tactics will be much easier with it, and its just 10 RP.

what we should research is:
precise orbital bombing 10RP
micro nukes 10RP
shrimp culture 36+RP
genetic engineering IV (yes, we need this to mass produce supasoldier)

>>166427
id like to see a map of the anomaly. send the commandos to map everything if this is the case. also local fauna that can be used against us.
>>
No. 166877 ID: 1569b3

>>166872
well, i wanted to trade with dryads.

we cant really just show up and say "hi, wanna sell us SC and uranium? we make great sandwiches!" to the shrimp dudes. we should research their tech first.

what if we find out they have slave trade legalized?
>>
No. 166878 ID: 1ac39d

>>166877
what? seriously, what? did you read my message at all before replying?
>>
No. 166879 ID: a6ca77

>>166548

I agree that we should be researching either Improved Motors or Thruster Upgrade. They are cheap at either one or two turns of research and can provide a wide benefit for our people. Improved motors would be useful everywhere. Cars, War Machines, etc. Thrusters isn't as widely applicable...but it's cheap at 20 RP and with our cruiser on the way we'll want to beef up our space tech a little...
>>
No. 166899 ID: 54af1f

Breaker Alloy
>>
No. 166900 ID: 1569b3

>>166879
good point, we should get those small useful tech out of the way.

-precise orbital bombing 10RP
-micro nukes 10RP
-thrusters 20RP
-shrimp culture 36+RP
-improved motors 60RP

we shouldnot research warp II until we are sure we will use it. so far good choices are minor automatization (90RP), genetic engineering IV (135RP) or breaker alloy (120RP)

>>166878
i was pointing out that there are now 3 cultures on this mess. if we have contact with the seafood planet we will reveal this one as well, and we still havent tried to buy our way out with the dryad.
>>
No. 166955 ID: d3ac36

>>166900

We have. They detest our technology, and won't accept gifts or trades.
>>
No. 166980 ID: 1569b3

>>166955
give 2 months to get some proper orbital bomber andmicro nukes + at least 1 supercommando and we will nuke the communism out of them.
>>
No. 166995 ID: d3ac36

>>166980

Bombing them is supposed to accomplish...What exactly? Access to the anomaly? We can get that without the use of nuclear weaponry.

A subjugated race to supress and re-educate? All their lands to manage, and all the uranium, superconductors and metal we can dig for? Sounds like an ethical nightmare and a lot of work. We -have- space and resources to cover our needs.

You might be getting impatient to get some headway with them with regards to cooperation with the magic research and the anomaly, but tarnation, don't make the Splinter commit atrocities for relatively small gains.

Honestly, I just hope you're joking, 5copper. Nukes and orbital weapons are absurdly powerful tools of war to use unprovoked, particularly against the semi-primitive Dryads. Reserve them for better threats, man.

...As for communism, they seem to have some form of magocracy/theocracy coupled with a caste/feudal system. So you'd be trying to bomb that out of 'em.

Hey, idea. Can't the proposed 'moon cannon' project be designed to target more than just the surface of the planet? We could make a decent defense mechanism out of it as well as have it as a fallback in case things DO get out of hand on Grezt and there's no ship in orbit to cover Ryxix. Or has that been the intention all along?
>>
No. 166997 ID: a6ca77

>>166995

I think the original use was to use them as only a last-resort type of weapon....but I suppose the threat of us using them would be a bargaining chip we could use in negotiations when all else has failed.
>>
No. 167021 ID: 1569b3

>>166995
>bombing
its a logistic thing. if we wanted to just bomb them to death we would use napalm bombs.

IF they declare war on us they will have a HUGE logistic problem because it will be their first world war. a orbital bombing strike in their warehouses will literally starve their strikes on us.

>communism
i was jokin, you see, because we coulnt buy the anomaly or the mages from them. we cant change their noblesmen system unless we hack the anomaly to give everyone magic, the best we can use of it is their duel system, wich is why i wanted 1 "supercommando".

>>166997
this is more correct. we can begin the anomaly intrusion now and hope the bombs+interceptors are ready before anything happens from them, but you have to remember they belive that we will end magic (and thus everything in their planet), they ignored us simply because we asked politely.

if we touch the anomaly and magic stops for a day we will have problems because every noblesman on the whole planet will be willing for a piece of us. then, there is still the danger that psycholord will give magic for everyone to fight us. even with encurring civil war it will still be too many magic dudes.

you cant deny this. we may need to be ready for magical jihad against us simply because we already failed reeducation, not even their peasants wants anything to do with us. we need to play supression games before they fling 2b+ magical users on us. and dont come with the crap that we can flee to space, i do expect them to reach us with some mumbo jumbo that they did not showed us.

also we need to consider nuking the anomaly in a last case effort, but only if the alliance is endangered, since we have so much to learn from that anomaly.

my actual suggested course of action is to ignore everything and simply build up, but this is highly unadvised now because the dryad are on "reserve".

if anything decides to have at us the druids will also come to their help in the hopes of getting favors/magic with psycholord.
>>
No. 167078 ID: 35cea2
File 127172634048.png - (34.29KB , 1154x664 , ShrimpDiplomacy.png )
167078

The diplomacy team arrives on the planet surrounding UB. They land somewhere outside a large city, where crowds of natives soon surround them, waving devices that appear to be cameras and in general acting disorderly and excited. Our diplomat presents himself, and is soon escorted away to a building where he is greeted by a native who identifies himself as a national leader.

Native Ruler: Forgive me if the mannerisms of me or the citizens of this planet disturb you, but we know nothing of your culture and we are extremely excited to see an entity from another planet. I am <NO TRANSLATION> *click* *chikchik* *tzz* <NO TRANSLATION> and I speak for this settlement and all settlements and properties belonging to the <NO TRANSLATION> *tick* *ghzz* *chak* <NO TRANSLATION> Corporation. I plead that you consider peace between us and your company.
>>
No. 167084 ID: 54af1f

Assure them that "We also seek Peaceful and prosperous conduct between our two species for our mutual benefit."

Do not, at this stage tell them we're refugees, instead say we're a nomadic civilization and we're wanting to trade technology and resources for materials and living room.
>>
No. 167087 ID: 1ac39d

>>167078
they are mega capitalists. he is a CEO that bought the land. let him know that while you have a LOT to trade with, you are not a corporation. that you used to have them but when your planet was destroyed by a different space fairing species they disappeared too.
>>
No. 167088 ID: 0fc814

Exchange salutations and pleasantries.

We are looking to buy Superconductors, Uranium, and information regarding this region of space and the history of the universe.
>>
No. 167089 ID: b14128

>>167084
I think it'd be a bad idea to give our technology to them. For all we know, they'd end up throwing our own nukes back at us.

...What's the goal of this diplomatic mission, anyway? Simply establishing contact with them, no specific thing we're after?

If that's the case, it might be best to tell this guy that's the case, and that we're not seeking war. That line there was a good one. It might simply be best to leave out what kind of civilization we are all-together, unless they ask.
>>
No. 167091 ID: 7524b0

You know what, let's just say we represent a group known as Splinter. Let us not outright lie. Be secretive, but assure them that we seek a peaceful arrangement.
>>
No. 167093 ID: 1569b3

holy censorship. if they are indeed enslavers i will choke a thread.

we must confirm if they know psycholord. if so, we should trade "fairly" and only return after we got the research on them done.
>>
No. 167094 ID: 1569b3

also, ask for names and possible meanings to be translated. we just want of the race, corp and planet
>>
No. 167104 ID: d3ac36

>>167021

A fancy few hypotheses you have there. Forgive me for taking the opportunity to puncture 'em somewhat.

>The anomaly is the source of magic on Grezt.

Your train of thought goes heavily along this line, but keep in mind that this does not have to be the case. We're in an alternate universe. Magic might be an active force all around, even in space, and have little or nothing to do with the presence of the anomaly.

Basically, we can't say how magic works when we still know next to nothing about it. At the moment it's still a far stretch to assume the anomaly's behind it.

>Assuming 'God/Psycholord' can/will give magic power and the ability to skillfully use it to the inhabitants of an entire planet.

You pulled that idea from a magician's tophat, right? Ed said that there were tales of Dryad commoners being granted the ability to use magic, but that was 'chosen one of legends' style stories. Meaning, not a hundred thousand serfs at a time.

I don't see how the inhabitants of an entire planet could suddenly be given powers and the ability to use them skillfully, since these things appear to take time to train and develop. If such a super-magic-upgrade was really an option, why hasn't it happened already?

>Dryad magic can damage us on the moon and in space.

We shouldn't discount it, but -nothing- has indicated that the mages of Grezt are capable of projecting their power that far. Call it crap as much as you like, sir, but it's valid crap nonetheless.

>Dryads will join the Breakers in fighting the Splinter.

Maybe, since they share ideals (and likely diety). Maybe not. They're not really a warlike people (which is another reason I think 'suppressing' them is unnecessary). Plus, we're now located on a continent where they have no actual presence, and if war-boats start tugging their way across the seas, we'll -probably- have some advance warning.

>Diplomacy.

Express interest in peaceful cooperation and (possibly) trade. Propose exchanging information on beliefs and history (including planetary data), so that misunderstandings can be avoided. This should include the full (abreviated, anyway) story of the Splinter (but no actual star charts, in case the Breakers show up on the buggy-world and demand to know where we're at).

The galaxy is a dangerous place, and this race should be made aware the risks they might be taking by talking and trading with us.
>>
No. 167109 ID: 1ac39d

another thing is if
>The anomaly is the source of magic on Grezt.

then how can totus grant them the power? the anomaly would decide where the energy goes, not him.

>>167093
also, they can't enslave people they want to sell stuff too. a slave has no money. these guys are capitalist.
>>
No. 167122 ID: 1569b3

>>167104
quick robin, to the bat-discussion thread!
>>
No. 167326 ID: 1569b3

ed, id like to propose one last trade to the dryad.

tell them we can end a desert, for them. it may take 2 decades or so but we can. show them a description and image of the grass that we may gengineer to cover a desert. we wont do just one desert, we will give them the grass.

the cost is the anomaly research and 10 mages for the test.
>>
No. 167532 ID: 7524b0

BUILD ORDER TIME. This is for the next... 4 turns.

Immediately put 125 Professionals into a Medium Lab. That gives us 45 total RP per turn.
180 RP:
Research MINOR AUTOMATION (90)
Research THRUSTER UPGRADE (20)
Begin Research on BREAKER ALLOYS (70/120)

Immediately shut down one Medium Entertainment building at Ryxix and start up the second Large Factory at Irontown. In two turns when Minor Automation is finished researching, start the Medium Entertainment building back up using the workers freed up by that tech.

BUILD:
1x Cloning Vats at Ryxix. Don't actually start it up.

PRODUCE:
All 4 turns:
14000 Nondurable
2000 Durable
(104 BP)
292 bp left

CONSTRUCT:
4x SLOWPOKE (32)
2x TEST PATTERN (50)
4x INTERCEPTOR (200)
1x NUKE bomb (10)
>>
No. 167534 ID: 7524b0

>>167532
Hrm, wait a second, we can still get Breaker Alloys on the same turn if we research Precise Orbital Bombardment (10 RP) so do that.
>>
No. 167535 ID: 4c015d

>>167326

Can we hold on this? It's an idea, but we haven't even researched the grass yet, and it's not at all certain some grass will make a desert continent a lively garden anytime soon. Don't make promises we can't keep.
>>
No. 167540 ID: 1569b3

>>167535
we will present them a long term plan. if they like it we will do it. its useless to attempt terraform on this planet if we may leave it.

>>167534
i was considering that. this may be better due to the factory upgrade that will release a lot of workers.
>>
No. 168151 ID: 35cea2
File 127190004888.png - (31.70KB , 1154x664 , ShrimpDiplomacy2.png )
168151

>>167326
I will save you the trouble of asking by telling you that the Dryads won't accept.


Diplomat: "I am a representative of the group known as The Splinter, and I am honored to accept your offer for lasting peace. In addition, my people are willing to set up a trade agreement as soon as possible"
Native Ruler: "Oh this is wonderful! Yes, trade would excellent! Ever individual on this planet would be ecstatic upon hearing we have attained a peaceful and productive relationship with an alien race!"
Diplomat: "I'm glad we've reached this agreement. My people are as curious about new places and cultures as you seem to be, so I also recommend we share some information regarding our cultures."
Native Ruler: "Yes, I agree. If you have anyone who would like to study our society, the <NO TRANSLATION> *tick* *ghzz* *chak* <NO TRANSLATION> would gladly welcome them among us and allow their studies to take place firsthand. I am certain the other corporations would gladly jump on this opportunity as well. In return, however, may we have the opportunity to study your society as well? When your vehicles will return to your homeworld, perhaps some of our eager citizens could tag along to observe your civilization in kind."
>>
No. 168153 ID: 1ac39d

whelp, do or die time. tell them our homeworld was exploded o lead them on into thinking it's still there?
>>
No. 168157 ID: bcf25c

>>168151

Tell them it was destroyed by a group of zealous aliens, who were apparently told to by their god.
>>
No. 168159 ID: a6ca77

>>168153

Going off a gut feeling...I'm going to have to vote for the truth...This is the type of secret that can't be kept for long anyway...
>>
No. 168160 ID: 7524b0

>>168151
Erm. Yes, may as well tell them our homeworld is not in any state for visitors. It's not a good idea for them to meet the Dryads at this point either. So, I think we could have them visit Irontown.
>>
No. 168161 ID: b14128

>>168151
...Ehhhhh.... Nnnnnnno, I'm not sure that's is a wise idea. They might nick our tech, bring it back to their civilization. I have to wonder if the situation on this planet is a bit like Shadowrun, or cyberpunk, or whatever. Anyway, I dunno about the rest of you, but I'm starting to get a 'Used car salesman' vibe from this guy. Not sure we should trust him.
>>
No. 168162 ID: b14128

>>168161
Please note, this is for taking them back to any of our towns. For our homeworld, we may as well tell them the truth.
>>
No. 168176 ID: a9de4d

let us NOT MENTION totus at all. and i am completely disapproving of a envoy from them to our planet.
>>
No. 168264 ID: 343146

>>168151
Don't mention the planetary destruction or the current state of affairs.

Just say no. And tell them it's because we have previously run into aliens who are aloe more deceptive and only used that as a lie to get into our society, find out about our military tech, then attacked us while their envoys sabotaged as much as they could. So we don't allow people to come with us immediatly anymore.
>>
No. 168452 ID: e3949b

Yeah, I'm going to go agree with that it's better to go with the truth...To establish a lie would require we start a long-running and elaborate con that could come back to bite us in the face later.

Represent it as well as we're able. We're refugees, re-establishing ourselves somewhere in the universe after having been unprovokedly attacked by a race of religiously zealous warriors who apparently hated us for our technology. We're very glad to finally meet a modern species who does not share these views.

Our homeworld has been irrevocably lost and glassed, but we can certainly share what data we have of it. So far we believe we have escaped our strange, unwanted enemies, but we are still being careful, and we do not want to put undue risk on this planet either, or upset its nations/corporations.

For security reasons, we aren't quite as willing to share our current stellar location, in case these Breakers ever show up here and demand to know where we're at...Plausible denial and all. We can, however share some ideas and products, and possibly be able to help with special requests (tech development, planet surveys of their local star system) for your nascent civilization in exchange for resources and maybe even manpower with time. Perhaps once more trust is built up, and if the Breakers do not resurface, we will be able to let some of their prodigies return with us and/or be willing to 'hire' workers to aid us with rebuilding.
>>
No. 168478 ID: 2f0c5b

>>168452
> race of religiously zealous warriors
do not mention the breaker untill we clear they do not worthship psycholord.

and they dont hate us, we are simply a target to them because psycholord says so.

>We're very glad to finally meet a modern species who does not share these views
dohohohoho.jpg

lets confirm they do not worthship totus before bladdering that.

> homeworld has been irrevocably lost and glassed
very yes. we should add we are in a borrowed continen in another planet that does not belong to us. we should not mention we are hated there until we confirm if they do psycholord or not

>For security reasons
i was wondering how we could formulate that. there is the problem we may not speak of the why untill we confirm if they do psycholord or not.

>for your nascent civilization
naw, dont say nascent or newborn or anything degradating. mention them as equals by race instead of continent or corp.

> and if the Breakers do not resurface
again, psycholord problems.

>willing to 'hire' workers
oh god no. just goods and resources, workers outside the alliance would end up either with psycholord problems or would spy on us for their corp/god.
>>
No. 169688 ID: 35cea2
File 127215734056.png - (25.87KB , 1154x664 , ShrimpDiplomacy3.png )
169688

Diplomat: "I'm sorry, but my nation wouldn't allow that at the moment. We have lost our homeworld to an alien race and my species is in a very fragile condition. Perhaps when we have fully gained each other's trust we will allow you to come to our colonies."
Native Ruler: "I cannot imagine how terrible it must be to lose one's homeworld. My apologies, it was imprudent of me to expect you to open your borders without regard for your own safety."

Is there another proposal you would like to make, or would you like to continue with the game?
>>
No. 169689 ID: e2aba8

>>169688
discuss trade rates, possible goods to be traded and not traded due to ilegalities/health hazards.

ask about their history, if they have any other contacts, any strange space bodies around, misteries related to space, go hit a bar and pay his tab.
>>
No. 169691 ID: 7524b0

>>169688
Technology exchange? See if they have anything interesting to us, and we'll trade something equivalent.
>>
No. 169692 ID: 54af1f

They seem low tech.

Let's arrange us giving them technical assistance and super conductor in exchange for a giant pile of uranium.
>>
No. 169693 ID: 0fc814

Do these guys have anything we want? Technology? Uh... Pretty much just technology? We're limited by manpower otherwise.
>>
No. 169706 ID: e2aba8

>>169693
really? there is something we can work out. you may thank spreadsheet online for this idea.

we can give them small techs, common techs. for example, we give them the plans to the hulls we are manufacturing, some small electronic stuff and the likes, but not the energy cores or the main processing unit or the guns.

we bring shipment of material, they give us the finished product, we make a deal regarding low tech and metal for these productions. ideally we want them to use their own metal but that could imply into giving them actual useful tech.
>>
No. 169725 ID: b14128

>>169689
Do this. And for the technology trade thing, again, I don't think it's a great idea. I don't think there's much left for us to talk about, so we might want to simply continue with the game.
>>
No. 169824 ID: 850bda

>>169688
If we trade tech with them then make sure it's obsolete stuff. Things we would have used over 50 years ago. And lets take raw materials as payment.
>>
No. 169829 ID: 1ac39d

yes, we are willing to trade our tech to them but we can't just give them the best stuff right away. getting too much tech from an outside source at one time would cause massive social, political, and economic upheavals.
>>
No. 169924 ID: 0fc814

We don't really need any raw materials right now.
>>
No. 169976 ID: 386b47

You could outsource some of the major build projects you've been thinking of, Test. I'm sure there's something small and lightweight we could arrange for this race to produce (giving us X BP as 'cargo' to bring back in exchange for X Resource, X Stuff or X Knowledge) that could be fetched by our ships. They're a modern-age people, after all, just not space-flight, and their industrial capacity is bound to be -much- greater than ours.

They might have underwater-based technology/knowledge/expertise that could benefit us. If we could establish ourselves easier in the oceans of planets, perhaps we'd get less trouble with more land-born sentients?

It might also be simpler to hide colonies from Breaker eyes beneath oceans, but that's just a stray thought o' mine.

Things we can offer them:

-'Exotic' trade goods, i.e. what durables and nondurables we have that can be suited for their kind.

-Knowledge of our torched homeworld and our culture(s), ideals and philosophies, history, a bit of literature, etc. They seem genuinely interested and might be willing to exchange something for such simple knowledge (in particular, similar knowledge of their own). I know I would be, if aliens dropped down in the neighborhood.

-We could relay what meagre knowledge we have of the Breakers. No doubt these fellows'll be interested in what makes one race decimate another.

-VERY gradually introduce various kinds of superconductor-based technology/knowledge. Give them a technological leg up, drip-fed, in exchange for aid now and in the future. As long as such a technological leap wouldn't damage their societies to much, mind you.

-Introduce old technology, if it's superior to theirs, to not jumpstart them too far ahead and upset their society. Same deal as above.

-Space boost. We could help chart their home system, point out future resources, give them plans/tech for orbital space stations and explorator vessels (i.e. not heavily-armed frigates; baby steps and all). In exchange, they could, say, aid us in constructing a few spaceships for our own. They're 5 billion individuals. We're barely 12K. I'm sure their aid would help us somehow in the spaceship bizz.

NOTE: This last suggestion is definitely a more long-term "we'll be allies/co-builders" kind of deal, and should be worked out more gradually. I'm merely mentioning it for a long-view picture. Obviously, cooperation like that is something both parts would need to consider more carefully after getting to know one another better. It's possible our races aren't compatible enough for it to be an option.
>>
No. 170013 ID: 35cea2
File 127223759590.png - (109.20KB , 868x2480 , Tech tree.png )
170013

Research has been completed on the following:
THRUSTER UPGRADE - All air vehicles (except the GUNSHIP) can move faster. You can also design new air vehicles that are much larger and heavier than current vehicles.
MINOR AUTOMATION - You can reduce the amount of workers (not professionals) a building needs by up to 10%, at a cost of 2 SC and 10 METAL for 10 workers.

New Techs unlocked:
NEURAL IMPLANTS: Allows implants to be placed directly in the central nervous system. These will increase learning speed and memory. Further research can allow them to do more.
<UNNAMED> CULTURE: Unveils the history and technology of the alien civilization on UB. We will need to give them our cultural information (or lie about it) in exchange to research this technology.
PLANETARY RESEARCH: <UNNAMED>: Provides reports on the planet's biology, geography, meteorology and other bits of useful information.
>>
No. 170014 ID: 35cea2
File 127223765562.png - (155.97KB , 1800x1460 , Base Report 2-8.png )
170014

The aliens at UB (which still remain unnamed) offer a trade rate of 100 METAL = 10 URANIUM = 6000 DURABLE GOODS = 1000 NONDURABLES
If we give them our more outdated technologies, we can still get the equivalent of 10,000 METAL from them.

Meanwhile, back on Gretz, Dryad activity is increasing. Unrest has appeared to start in some settlements nearby the old location of NEW MONUMENT. Many lower class Dryads have sifted through the remains of the settlement, and for some reason this has caused a conflict between them and the mages and ruling class. In addition, strange activity has been spotted in the deserts south of RYXIX. Dryads have seemingly appeared out of nowhere and camping out in the barren dunes, casting their strange spells.
>>
No. 170015 ID: 35cea2
File 127223772541.png - (10.62KB , 785x448 , 126611919164.png )
170015

For the first time in history, Planet Gretz will experience change.
>>
No. 170048 ID: 386b47

Just as planned.
>>
No. 170087 ID: e2aba8

Ryxix: harden up and scramble units
irontown: prepare for shenanigans and civilians arrival

to do list:
-walls on ryxix
-diplomacy to "take" the dryad druid doobies in "old "new monument"". we may get the research done w/ them.
-check if UB can trade for manpower or land as well.
-ask for seafood dudes on UB to give us a rought meaning of their names.
-advanced outpost in the anomaly, for studies before we nuke it.

oh there will be nuking.
>>
No. 170092 ID: 12b099

>>170087
Ok, why are you so eager to start a nuclear war? There is no need for that shit. Hell, if I'm guessing right,we should open our eyes and find a way to question the Dryads about what's going on - the Radicals and the Conservatives are fighting and we need to decide who's side we're on.
>>
No. 170094 ID: 12b099

New Culture research, New Planet research and lets look into warp tech and new computers after we finish with the Breaker research.
>>
No. 170097 ID: 1ac39d

after they went through our stuff they found something that cause a crisis of faith. knowing what that was would be helpful.
>>
No. 170098 ID: e2aba8

quick robin, to the bad discussion thread!

>>170094
we may be at the edge of a war. we will first finish breaker alloy, then get precise orbital bombing. if nothing else poses as needed we will get the UB culture stuff. when we get spaceborn we will look for warp tech.

we should go for implants and GE IV. we may be able to mass produce soldiers that wont require trainning, X-COM style.
>>
No. 170100 ID: e2aba8

>>170097
yes, this is good. problem is if they are atheists. we will get blamed and war will be on us and them.

>>170092
there is no decision dude. conservatives want us dead, radicals are dabbling atheists.

and the nukes? they can teleport. we may be able to peform some counter logistic against them if we bomb their warehouses
>>
No. 170110 ID: 7524b0

>>170014
>Appeared out of nowhere

I have the distinct feeling that there's more to their magic than we've seen so far.

Anyway guys I'm fairly sure that we're going to get a new thread so let's stop using this one?
>>
No. 170207 ID: 12b099

>>170100
How about no. We don't research any of that or use any thermonuclear weapons. We open diplomatic relationships with the *tick* *ghzz* *chak* and begin to find the cause of the social upheaval the Dryad are embroiled in, trying to find the source of the problem and if we can assist.
>>
No. 170875 ID: 7524b0

>>170014
Oh I'd like to note that our resources are all wrong. We definitely should have more metal, ceramics, food, etc.
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