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Turn 24 - Turn 50

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  • Turn 24 - Turn 50

    Inaugural Address of the New President:All previous problems can be blamed on my predecessor, and I will take the empire
    in a new direction, not backwards,Up,down,to the right,to the left, but forwards
    towards progress. By the end of my first turn I plan to have a colony on another world,
    as a symbol of half-naked shape shifter ingenuity.

    Turn 24:
    Research lab was purchased for 240 billion credits.

    Upper class tax cut given(taxes now at 0% of industry).

    Turn 25:
    Research lab finished.

    colony base started with 1 person building it.

    The rest are researching new exciting technologies!

    Turn 28:
    Astro biology Researched!

    We can now build:
    1)Biospheres to cram more sardines... er people onto planets.
    2)Hydroponics farms to feed people(but at what cost to the farmers put out of business by these technologies?)

    Switched construction from Colonybase to hydroponics farm, and work force reassigned.

    Advanced construction selected for research.

    Turn 29:
    100 billion credits spent on modern hydroponics farm.

    Turn 30:
    Farm finished.

    Turn 31:
    Advanced Engineering finished!

    we now possess knowledge to:
    1)shoot down missiles(whatever those are, crazy scientists)
    2)build extremely strong hulls for what must be magical ships our engineers keep talking about.
    3)Build fighter bays, that can... sit there on the ground, why weren't runways enough again?

    Something called advanced construction is what our scientists have started looking into.

    Turn 36:
    Advanced construction has finally been researched!

    Our engineers assure us that we may now:
    1)Build entirely automated factories.
    2)put a heavy armor over the reinforced hull for whatever the hell it is that those kooks are planning to build later.
    3)Build missile bases to protect us from anyone that might be out there, I firmly believe

    that the rest of the universe is uninhabitted,and that these fears are unfounded.

    Construction of an automated factory will begin immediately.

    Research into nuclear Fission now looks promising, I only hope we can name this something
    creative like Prometheus to get it by congress and the EPA.

    Turn 37:
    Autofactory purchased.

    Turn 38:
    Autofactory finished, our citizens will be put to work researching once again.

    Turn 40:
    Now those crazies are playing with Nuclear fission.
    We now possess:
    1)Nuclear engines
    2)Freighters
    3)Nuclear bombs

    Our scientists will now be directed towards chemistry, however now we will start our
    climb to Darlenia 1!

    Turn 41:
    Administrator Galis has been hired for 30 billion credits, he costs 1 billion to maintain
    and generates 1 billion per turn, this will of course grow.
    Ruula has offered his services.

    Turn 42:
    All hail the Darlenia Empire!
    As of 2:40 Am this morning the very first space craft was launched into orbit, joining it
    were 4 other freighters. These ships will allieviate the distribution of food problem that our people have faced since the beginning of time.

    Next stop, Darlenia 1!

    Turn 50:
    Reports are coming back from Darlenia 1 where the first half-naked shape shifter has set
    foot on the world. Quick to follow her were thousands of colonists, and a new world has been
    established!


    A Governor shall have to be selected for the new world, Or I could assume responsibility for it for the time being, and also I await further instructions. Have I been too free with funds, what general course shall the empire take for the next 25 turns?

    Rename save9.gam.sav save8.gam of course.
    Attached Files

  • #2
    A clever and enjoyable report MR President. Do we have an unarmed scout in the works or did I miss that footnote?
    Be fore warned that the new world will be slow at housing, until it gets an AF and Cloner (check with your researchers on that).
    You have my proxy to use as you deem appropriate.

    Comment


    • #3
      Not yet, chemistry has not yet been finished, and I favor an armed scout to strike fear into all those who oppose us!(and to get kickbacks from the Military-Industrial complex)

      Also commander Ruula is waiting, he gives 5% bonus to ship to hit probability, shall we hire him?

      Comment


      • #4
        I wouldn't hire him, we won't use beam weaponry for some time, +5 is nothing (we are creative after all, so we get positronic computer/+75), and we might need the money for a better leader or improvements.
        Also, by the time we do launch our first beam ships there might be a better leader available. I think I never hired Ruola in any game I played.

        Comment


        • #5
          The military leader that we need to hire should be a Navigator. We can use ones with Operations or Commando too ...
          Against stupidity the very gods themselves contend in vain.

          Comment


          • #6
            Ok here is what I need instructions for:
            Which techs should we go after

            Give designs of scouts since we will soon be able to produce one if we research chemistry next.

            which direction to expand if we produce a colony ship during the next term.

            what build order/rushing shall be done with our new colony. I myself forsee it as a pop farm for the rest of the system in about 30 turns or so.

            Comment


            • #7
              Good work

              Comment


              • #8
                You make an unarmed scout at the start as you have no need to fight for some time. I you do, the scout will be of no real use.
                After it has gone to all the systems it can reach, it can come back and you will have battle pods and such to refit it with a nuke, so it can be of some value. You still do not need a comp on it as it will never use beams. It is cheaper to built it unarmed at the start.
                This is just a nit.

                No need to hire an officer at this time, as it will be awhile before we engage in combat. I like leaders that give fighter bonus, movement bonus, or commando (if not a tele).

                Comment


                • #9
                  Research cloners, scanners and supercomps. You can make an OP for near by planets to get more range to find a better system.
                  When you get more production (from more pop and AF) you can drop a colony ship on any nearby planets.

                  We will need to get robos to offset are mediocre production values. Super comps will make getting there faster.

                  Comment


                  • #10
                    hmm, Ok so everyone chime in on this research order

                    chemistry > cold fusion > cloning/Soil enrichment > battle pods > space port > robo miner

                    and wait till robo miner to build a colony ship?

                    Comment


                    • #11
                      or perhaps chem > neural scanner > super comp > cloning > battle pods > space port > robo miner > colonyship.

                      Comment


                      • #12
                        If you do not know the map, you should do the learn to fly techs first:
                        Std Fuel - Colony Ship

                        Then Cloner/Soil

                        Then either robo or super comp path.

                        I prefer Scanner then SuperComp as this will boost research.
                        Then I do Pods - Ports - Robo.

                        Now we have the tech to boost those less than stellar planets.
                        I now look to CHEM to get those (fuel/Pollution/fuel).
                        I am not in a huge hurry to get the cells as I do not really want to meet anyone yet and I am not in much shape to try to colonize any planets past my std range. This will hasten my contacts. Yes, I know I could run across a super good system or an artifact world and so on. Most likely they will be there when I am ready anyway.
                        Now I can start colonizing and boost (buy) items for those new planets. Soon I can get a combat ship out if it is needed.

                        Really the only thing I would hope to find early is a stranded leader and money.

                        Comment


                        • #13
                          If we want battleships, we should research chem > advanced mangnetism > neural scanner > super comp > cloning > battle pods > space port > robo miner > colonyship.
                          The Chuck Norris military unit was not used in the game Civilization 4, because a single Chuck Norris could defeat the entire combined nations of the world in one turn.
                          - Chuck Norris Facts

                          Comment


                          • #14
                            ...Or whatever you all want, I only want two first is chemistry and mangnetism.
                            Darleina I isn´t quite good place for a colony, I think we should first make a scout, travel arond universum and find a suitable planet for a colony.
                            The Chuck Norris military unit was not used in the game Civilization 4, because a single Chuck Norris could defeat the entire combined nations of the world in one turn.
                            - Chuck Norris Facts

                            Comment


                            • #15
                              we'll decide what warships to build when we meet another race, i think they will have to be destroyers though, unless we get poll procs & robos by then.

                              Comment

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