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Messages - somemildmanneredidiot

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1456
Because that's what we assigned engineers to. There was some vagueness about what we actually wanted done with camo, which is why the discussion.

Part of the project includes standardized uniforms of some sort.

We should also look into making a much heavier sized drydock.  Once they get weapons on that monster of a boat they have we may be trouble, so we might want a heavier ship with more powerful and longer ranged weapons to accompany our smaller boats.
We can add it to the list. Our Swordfish Type Bs can get the job done, the problem is that their lessened maunverability is getting them killed.

1457
Forum Games and Roleplaying / Re: [SG] Draconic Dominion
« on: August 03, 2016, 03:54:21 pm »
PTW

1458
I hope the flaw in my plan is that I didn't account for the influx of engineers we're about to get. In my dreams, we got another 20 newbies and 10 basics.

Can we ask the government for more personnel again and it not seem unreasonable?

1459
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 03:48:01 pm »
I wasn't involved in the military decision so I won't comment on it except for the fact that the amount spent on military equals the amount needed to start up any trade good we have access to at the moment.

1460
30 engineers, 10 for design work, 20 for production, that should allow us to do work on 2-4 designs and produce something like 6,000pp worth of factories or other facilities. That should put us in a solid position for recovery and advancement I think.

4 engineers can create 4x300pp factories and 3 engineers are able to add another 300 ton slipway to the drydock.

We can use 9 of the production engineers to create 3 more 300 ton slipways (or another drydock with expansions as necessary). 11 Engineers can create 12x300pp factories without real risk. I'm going to suggest we have them make 12x350pp factories to try to get that extra edge of production.

Of course this all depends on design results, but I feel like this will provide a nice balance of design work, naval production, and land production.

For designs, I'm seeing the Swordfish B turret and Radio as likely areas where we'll invest engineers, for revision and expansion respectively.

Refitting a Swordfish takes 1 month according to previous discussion. Assuming we can implement the turret revision this turn, we can refit our 4 remaining Swordfish as well as churn out 3 more of the revised Type Bs without issue.

1461
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 01:47:43 pm »
The thing with Logging is that we've been explicitly told through our own life experiences that we'll make a killing trading Lumber to Iceland. Plus there's a slight chance that we'll be able to use the Logging to make other construction projects cheaper. Of course, unless we're able to borrow against future turns, we can't actually afford to set up Logging until next turn.

Building our own Longhouse is rather important, but at 500 Hacksilver, it's a fairly big investment. If we use our actions next turn to boost our economy through more trade, we might be able to afford it two turns from now.

1462
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 01:00:08 pm »
Here's a map of where American Bison are now, though that doesn't exactly account for where they'd have been a few hundred years ago. Some reading of the relevant wikis suggest that they existed in Western Canada and ranged from West USA to the South East. This site suggests that they were in North Eastern USA, but no info on their populations in Eastern Canada so far. I'm going to assume that it is entirely possible that they existed around where we are now.

In regards to bison calvary, once they're domesticated, it's simply a matter of training, practice, and selective breeding, just like we did with horses.

Can you confirm on if research projects longer than a year will require research actions during the entire listed duration?

1463
Forum Games and Roleplaying / Re: You are a Rogue AI
« on: August 03, 2016, 11:43:30 am »
Basically that, only with some few hundred years to stew and get themselves reproducing and organized. It's from Mass Effect.

1464
How about a compromise? A mini update where we question him, and then a vote on alive, dead, or more questions?

1465
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 06:23:42 am »
You're screwing with my suspension of disbelief man ???

Historically, bison, or what we call buffalo, existed waaaay further east than any location we could have reached from Iceland. As you probably know as you've called out their likely ineffectiveness, they tend to be rather mean to literally everything, as their main method of communication that isn't a bison (and plenty of times when they are bison) is to ram and stomp on and generally screw with whatever is unfortunate enough to get in their way. They're basically the moose of the plains.

We have been told we have a better chance of domesticating bison than we do interbreeding the local wolf population with our dogs. Which is insane.

If Ghazkull says we can domesticate bison, then I see no problem with eventually training them to carry vikings around in combat. We could even form a mercenary company based on bison calvary and shop them around Europe, maybe even getting a reputation akin to Swiss mercenaries in quality.

1466
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 06:08:08 am »
Those are two good reasons yeah.

Ghazkull, does multiple year research require a research action to be used on it each year?

If yes, then however much I want my buffalo riding battle vikings, I'm going to have to change my vote to honey. Requiring a persistent research action on top of the repeated 40% rolls just isn't going to happen at this stage of the game. If it's passively researched once selected for a year, then it's just a matter of setting it up and letting it go while we do other things in the meantime,  but otherwise, that's a whole additional cost that we can't afford right now.

1467
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 05:21:40 am »
Here's how I see it.

Now:
Research => Buffalo= 3 year timer
Money => Farms

Next Year:
Buffalo= 2 year timer
Money => Logging
Research => Honey + another thing

Two years from now:
Buffalo= 1 year timer
Money => ?? Possibly Mead Research
Research => Mead + another thing

Three years from now:
Buffalo= Y/n? If y, hooray, if no, try again with progress made
Money => ?? Expanding mead operations?
Research => idk, mining? Buffalo again? Uranium processing?

If we start Honey this turn, all that really changes is that there will be debate about using our funds to start up Mead instead of Logging when we know that Logging is something that we can use to build up our financial back bone. We can afford to delay a year and potentially get a free resource up and running while getting our food supply and funds sorted out.

1468
Forum Games and Roleplaying / Re: Star-Com: Vacation [SG]
« on: August 03, 2016, 05:08:45 am »
That is a brilliant idea. We might also want to see if the Committee is willing to provide additional funding in exchange for us storing and disposing of things for them.

If there's radioactive waste material that's just sitting in a desert somewhere, we could send it off into D3. Need someone to nonlethally disappear until things cool down? Once we secure D4, we can store them there. This has a lot of potential and I'm going to draw up a thing to take to the Committee for this later after work.

Need someone to lethally disappear somewhere forever?  D3 is still there!

True, though I'd hope that they'd be able to do that without our help, otherwise this facility probably won't remain secret for long. Providing that option is still a pretty good idea.

So the main benefit is being able to store or dispose of people or objects for whom being on Earth is problematic for the moment. From VIPs who are being hunted by the world, to nuclear materials that are cluttering up the place, Waypoint has just the destination for you.

1469
Forum Games and Roleplaying / Re: Vinland
« on: August 03, 2016, 05:02:00 am »
Formally requesting votes for the addition of the following actions, needing 5 votes for them to become actions we can do in the future.

Send Thralls out to the Farms: Sending Thralls out to work and expand the fields as well as help improve farming infrastructure should help improve future harvests.

Have Thorleif teach you about the Old Gods: You have some vague ideas about who they are and what they do, but the old godi has much he can teach you if you spend the time to learn.

Have Asa teach you about Diplomatic Relations: Being able to better measure the longer term effects of the things that Asa recommends you would be useful as a leader and there's no guarantee that Asa will be around forever. Having her teach you some of what she knows could be more than a little useful.
______

With trade it's more of a question of who we want to set up trade relations with first and who we can get more money out of at the moment. Iceland looks to be a good choice and synergizing with the "We have Old Gods here" option will hopefully provide more people.

Though now the idea of setting up income from both Spain and Iceland is sounding appealing. But we can still wait on that and pick up Dublin and Spain next turn, providing us with plenty of income to expand while also having people to expand with.

1470
Forum Games and Roleplaying / Re: Star-Com: Vacation [SG]
« on: August 03, 2016, 04:42:31 am »
That is a brilliant idea. We might also want to see if the Committee is willing to provide additional funding in exchange for us storing and disposing of things for them.

If there's radioactive waste material that's just sitting in a desert somewhere, we could send it off into D3. Need someone to nonlethally disappear until things cool down? Once we secure D4, we can store them there. This has a lot of potential and I'm going to draw up a thing to take to the Committee for this later after work.

Pages: 1 ... 96 97 [98] 99 100 ... 121