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 Deep Black Yonder: (aka, Hex2) 
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Post Re: Deep Black Yonder: (aka, Hex2)
ROLL: 1
TIP!
Feel free to name your colony/nation/planet or whatever else you wish to lay claim to, also all colonies have a communications device, called a Sector Exclusive Communications Signal - Inane Equipment, aka SECS-IE or SECS for short.
Initializing system reports...

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Professor Quazar/Huntsman
The colony begins to offload onto the planets surface, while the cold winds buffet the settlers initially, after a few days all habitation modules are set up, linked, and pumping out warm cocoa to the populace next to simulated fires.

The guards 'protecting' the borders are having a few minor complaints about working out there though, which could be considered reasonable considering there is nothing to guard against at this time. You might want to consider researching some thermal suits or something of the like if you're going to keep them sitting on your borders.

Colony Equipment

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Sunni Lorose/Foa
Colonists pour off the shuttles and stretch their legs in the warm sun. In such dry stable conditions, the placement of the Habitation modules takes only a day, leaving much time for some post cryo sleep recreation, much to the colonists pleasure.

Meanwhile, your labs and factory is transported over to the desert plant along with the space station. While these can exist beign detached from any food production and proper workers habitation, you will be disadvantaged for doing so. On the plus side, it seems the planets sand is rich in basic metals without even needing much in the ways of extraction.

Colony Equipment


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John Freeman/TorrentHKU
As the colonists unload, they are awestruck at the very ground they tread, awe which fails to leave them even as the days go by, the colony is fully unloaded and atmosphere altered to a breathable standard.

Such a garden of Eden could really only have one true name, a name which is a sum of all it's parts and invokes it's spirits true form.
Instead you call it Boatmurdered, which satisfyingly lowers the populaces euphoria levels to a more comfortable (and controllable) state.

Colony Equipment


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Jacob Greene/caekdaemon
While the tribal race seemingly inhabits the majority of the planet, there is largish island located in the middle of the planets largest ocean that can comfortably fit the initial colony, with room for some growth.

While talk of killing off the natives is only 'just talk', some of the colonists (most notably intellectuals and scientists) are protesting the very idea of killing an intelligent species.

Colony Equipment

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Jameson Dospac/Izen
Your engineers sit you down and have a long talk about the dangers of setting the colony down there, the most convincing part of your talk involved a slide show with pictures of the largest creature spotted to date (keeping in mind it has only been a few days scince their discovery). Over 300m long, it would be able to swallow a Hab module without batting one of its non existent eye lids. Begrudgingly, you decide to set up on the other planet for now, yet vow to return as soon as the opportunity permits.

Colony Equipment

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Overcaptain Hjammerdein/Kebbit
The planet is discovered to be very... barren, however a suitable spot for colony deployment is found, and set up begins right away. Your BAAM makes suprisingly short work of the old atmosphere, and as it grinds to completion, it surprisingly begins to snow, terraforming is a remarkable thing isn't it?

Initial forays into the gas giants prove fruitless, as the large fluxuations in gravity along with strong EMI from the star is jamming your scanners, some light research into that area could prove valuable.

Colony Equipment


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Sigurd Jarlsson/InsanityBear
Colonization commences while atmospheric conversion is under way, and within days you have a bustling little colony.

Colony Equipment


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Captain Ryker M. Whirlow/Miggles
The jungle planet has a plethora of strange and unusal flora and fauna, while nothing is unusually hostile, It is advised that the colonists should keep an eye out for a newly discoverd snake-cat-fish, which is according to your leading field researchers "A horrible but terribly interesting abomination of nature."

Researchers observing the asteroid field aren't having even nearly as much fun, scanning and cataloging rocks isn't exactly what they signed up for.

Colony Equipment

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Mon Mar 18, 2013 2:05 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
> Have Lab begin working on high powered scanners that can get through the lower layers' interference.
Start sending out scouting parties of military to the top and 2nd layers, half to look for unusual things, half to form a better map of our surroundings.
Colonists, you just do your colonist thing. Actually, if they want to go searching and stuff too, feel free.


Mon Mar 18, 2013 2:40 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
Major:
> Mass produce jackhammers, explosives, and ore transport trucks, then transport them to the surface via space elevator.
Conscript fit and healthy colonials into mining teams, then order them to plunder any identified metal deposits as they see fit.
Order our minimal colony lab and two fighters to coordinate on massive geological scans, with the fighters sweeping and the lab analyzing any data they recover.


Minor:
>Begin shifting some population planetside and constructing modular habitation.

This world is now Golgotha.


Last edited by TheKebbit on Mon Mar 18, 2013 11:06 pm, edited 6 times in total.



Mon Mar 18, 2013 2:57 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
Do we have ANY number of actions?
I mean this is a space colony, not a single individual. It takes, what, 5 minutes for the leader to rattle off the orders to make all this happen, and the actions themselves would take several days to complete for the most part.


Mon Mar 18, 2013 3:07 pm
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Data Realms Elite
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Post Re: Deep Black Yonder: (aka, Hex2)
Deploy the colony ship on the island. Connect the space elevator to the colony site and deploy the space station at the receiving end.

And, if we do have three actions.

Do a mineral survey of the terrain on the island and nearby.

Send the people who object us eradicating the natives to the natives with a small escort as our first contact force.


Mon Mar 18, 2013 3:13 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
3 major and then a few minor actions is a good number to keep in your head, but if you feel your colony is capable of more, then feel free to tell it to do more, it just may or may not get done.


Mon Mar 18, 2013 3:17 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
> Send a probe or something of the sort to scout out a good area to set up a colony. Hopefully somewhere with high resource density, including metals and food sources that can be consistently farmed. A flat area would be preferable but not required.

> Set production of jungle survival materials to high. This includes but is not limited to: machetes, shovels, backpacks, hydration pouches, boots, basic padded clothing (vests and the like), anti-pest spray (applicable to humans), fishing equipment, a set of cooking supplies (1 medium pot, several cups, and utensils per set), and portable ovens. Allocate 10t metal to make these materials. (That should make enough for everyone, right?)

> Transfer all researchers to research of the asteroids. Could the field be profitable for mining? Is it stable enough to build upon?


Mon Mar 18, 2013 9:15 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
Order research team to look into the possible applications of hyper conductors.
Order colonists to begin working industry and food planetside.
Deploy expeditionary military force to survey the hyperconductors on planet Alfheim.


System: Asgard
Planet (Toxic): Muspelheim
Planet (Arid): Hel
Planet (Terran): Valhalla
Planet (Gas Giant): Alfheim
Nation: Amund
City: Harren


Mon Mar 18, 2013 11:02 pm
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Data Realms Elite
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Post Re: Deep Black Yonder: (aka, Hex2)
> Can I honestly start production for Lab Peripherals?
> I'd like to send 5k habitation, and food production to the Desert Planet, get them to start up on productions of some more habitations, and so on
>Otherwise start up on BAAMing the Desert Planet

>Float the Space Station around the Magmatic Planet, and see if I can scan for a turn's worth.


Mon Mar 18, 2013 11:14 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
> Recall Soldiers from boarders and give them a war cup of coco

> Build infrastructure (Roads, buildings and also indoor farms.)

> Research AI systems.




Tue Mar 19, 2013 11:24 am
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Post Re: Deep Black Yonder: (aka, Hex2)
Izen T_T


Thu Mar 28, 2013 7:09 am
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Post Re: Deep Black Yonder: (aka, Hex2)
Hurp a durr how did I miss this
>Set up the space elevator connected to station, at the bottom is the hab module
>Survey ocean for best mining areas
>Work on sub and boat tech to make things easier


Thu Mar 28, 2013 1:47 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
ROLL: 2
TIP!
for clarification, > is normal roll, > is a low roll and > is a high roll.
Initializing system reports...
---------------------------------------------------
Professor Quazar/Huntsman
>After the complaints, some of your science interns notice a spelling error on one of the group emails going around, and decide to have a bit of a joke. Random heating agents, stimulants and sensory boosters are thrown together in a batch of cocoa that was being handed out to the guards, and not only did it not kill them outright, it was actually an amazing success! Moral is boosted among the guards, and they have taken a liking to their new name, the White Patrol.

>While roads are out of the question in such an environment, tubing made for this type of situation is set up between the smaller buildings to a larger 'community hubs' which are then all connected via an array of tunnels dug through the... sandstone? While such a light rock is beneficial for your tunneling, its existence as the seemingly dominant rock on the planet does have quite a few of your scientists scratching their heads, but they assure you they'll come up with some idea, eventually.

>In the meantime however they are busily working on the development of an AI. Quite a few theories have been put forward, but all seem to stem around the conversion of the colonies super computer, while a successful conversion would likely lead to a more powerful computer, if anything went wrong it might render it broken. Regardless, that is still a little ways off, you'll need to give these guys sometime to work on it.

Colony Equipment

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Sunni Lorose/Foa
>Standard lab equipment is made on a small scale, your labs are really well equipped with the basic stuff, if anything special is required you will be notified. HOWEVER, the over abundance of random pieces of equipment has led to a stupidly brilliant idea. The atmospheric composition of the desert planet has large amounts of hydrogen, sand has a high oxygen content, and through a crazy contraption of flames, test tubes and more than one gyro, a young scientist has managed to create water with only sand and air. he then patented the technology, and has gone into an early retirement.

>5000 citizens are shipped over to the desert planet with the BAAM outfitted with a special attachment that allows it to create enough water to turn the planet into a Terran world... or a beach world rather, whatever, most of your citizens are 100% onboard with that idea, while one or two scientists are muttering something about 'unforeseen consequences', but who cares what those guys say, right?

>The BAAM is on transit and will be available next turn, with the option to create significant amounts of water or not.

Colony Equipment


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John Freeman/TorrentHKU
> Your labs are pushing along with the development of a scanner that would let the whole thing act as an amplifier of a signal, practically negating the interference of the layers all together. It will be done by next turn.

> Scouting parties find some traces of ruins on the surface, but with little to no indication of anything other than pretty architecture. A rather detailed map of the top 2 tiers are created.

> Within days of distributing 'archaeologist' permits, someone starts popping up left right and center with all thing exploration-y, apparently some young fedora toting man by the name of Oliver Slate has incredible knack for finding ruins of immense value, and before long he comes to you asking for a shuttle, 5 scientists 4 Soldiers and permission to delve deeper.

Colony Equipment


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Jacob Greene/caekdaemon
> The colony is deployed without a hitch, and the colonists adapt well to their new island home.

> There are some standard metals in the islands solitary mountain won't be that much of a hassle to mine.

> First contact goes surprisingly well, when a 4 legged, Corgi sized ball of neon colored fluff approached, it acted with some reluctance, but after it was given a nice gift basket of food it muttered to itself happily and trotted off back to its camp, dragging the basket behind it. The scientists call it a success and you see no reason to disagree.

Colony Equipment

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Jameson Dospac/Izen
>Your engineers sit you down and have a long talk about the dangers of setting the colony down there, the most convincing part of your talk involved a slide show with pictures of the largest creature spotted to date (keeping in mind it has only been a few days since their discovery). Over 300m long, it would be able to swallow a Hab module without batting one of its non existent eye lids. Begrudgingly, you decide to set up on the other planet for now, yet vow to return as soon as the opportunity permits.

>Boats are an easy one, not much to screw up there, and submarines turn out to be a lot easier than initially planned.
By adapting existing spaceship designs to account for hydro dynamics and a reverse of immense pressure, submarine travel looks like the way of the future... yeahno, but it will certainly make deep sea mining a hell of a lot easier.

>Speaking of which, some nice deposits have popped up, right near your colony never the less, how lucky are you? Now you just need to get to them...
Colony Equipment

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Overcaptain Hjammerdein/Kebbit
>Tons upon tons of mining equipment are produced and sent to the surface, well equipping your populace for whatever mining related endeavors they will face.

>Your superior scanning reveals many suitable mining locations, however many are either located High in the mountains or deep within a cluster of unexplored crevices, due to this, only 3 tons of metal ore is dug up this turn. Speaking of raw ore, it is suggested that you set up an ore processing facility, it would be nice to actually do something with all that stuff you mined up eh?

>People stream out of the exit to the space elevator and view their new homes. Frozen mountains as far as the eye can see, with your capital being built on the largest, and most frozen of them all.
Hab Shelters are situated all across the mountain side, connected by spiderweb like tubing, giving a strange feel to the place. A child asks it's mother "Where are we?" she replies "It's called Golgotha, it's our home now."

Colony Equipment

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Sigurd Jarlsson/InsanityBear
>Your scientists explain, it has a wide variety of uses from super magnets to super computers to plain old research, obtaining them could prove very useful.

>Your colonists busily get to work, but only manage to get rudimentary systems in place by the end of the turn, production will start next turn.

>Well, it's there, and there is a lot of it. having a small military presence on the moon will probably help secure your claim anyhow, can never hurt to be too safe.

Colony Equipment

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Captain Ryker M. Whirlow/Miggles
>A large flat plains area with a broad river running through it is selected, and the colony is deployed, it is only afterwards however your scientists inform you that this is the prime hunting and breeding grounds of the a fore mentioned Snake-Cat-Fish (SCF's for short). Well, this could get interesting.

>Any whom, your production of A-grade jungle survival gear moves in full swing, and every man woman and child is ludicrously well equipped for anything junbgle related.

>Short answer yes, long answer probably. They are very stable in movement, however building on asteroids can always lead to unusual problems, however however, asteroids are rich in all sorts of minerals, so it will likely be profitable.

Colony Equipment

---------------------------------------------------


Mon Apr 08, 2013 6:34 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
> Construct two refinery plants; a massive scale chemical-leaching refinery for production of vast quantities of refined metal, and a smaller experimental refinery for advanced purification and metallurgy research (to be considered part of the colony lab).

Dispatch heavily equipped strip-mining teams to the mountains, paving a heavy transport roadway with their mining equipment as they go along.

Order the colony lab to dredge up all its information on structural and explosives engineering, then begin training suitable personnel for work as combat engineers and construction overseers.

So, what do orange greater-than signs indicate?


Last edited by TheKebbit on Tue Apr 09, 2013 7:18 pm, edited 1 time in total.



Mon Apr 08, 2013 7:26 pm
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Post Re: Deep Black Yonder: (aka, Hex2)
Start manufacturing of assorted industrial tools and machines for the construction of further industrial plants.

Use explosives to create a basic mine shaft into the mountain then connect said mountain to the main colony by rail line.

Gather the engineers to start drafting up plans for the next stage of colonization. Think of things like schools, hospitals, power plants and the like.

A strong empire requires a firm foundation, a lot of planning and good pacing. No rushing for super advanced tech without things behind them, first.


Mon Apr 08, 2013 8:40 pm
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