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File 129541654346.png - (10.29KB , 785x458 , Chapter 3ish.png )
272793 No. 272793 ID: 1be9bd

Somewhere someone does something yadda yadda...
139 posts omitted. Last 50 shown. Expand all images
>>
No. 279575 ID: aa5626

im seconding giving to the rebels our outdated wesapon surplus. i also liked the idea of sending the surplus rebels to the islands, hopefullly they will be safe and able to make a culture by themselves.

if they accept it, we should give them books about tecnology as well. the sample stuff that will make their life easier, mechanics, electricity, etc.

i think its time to worry with gates to irontown made by spies...
>>
No. 279577 ID: 54af1f

Give the rebels guns if they want them. They'll need them, green Island seems the best drop point.
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No. 279591 ID: 1854db

If we leave them weapons, eventually they will run out of ammo. Something to think about.
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No. 279663 ID: 9ea6ca

They allowed us to rescue them. So if they refuse to come with us then they must understand that the best we can do is give them guns so they can die on their feet.
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No. 279817 ID: 676156

Hey, how about developing some form of mass transit? I bet it'd be more efficient than relying on cars to get our citizens around town.
>>
No. 279867 ID: 1a693f

>>279817
THIS. I keep on forgetting to mention it. Cars are a terrible waste of resources. We don't even have to waste workers on staffing buses or anything- with a fully automated mass-transit only system the entire area can work like clockwork.

I'm split on whether to segregate our living quarters by job, though.
>>
No. 279987 ID: 16cee5

>>279867

You know what would be crazy? A space elevator that could be disassembled. You could set up a train system up and down it and have a "standardized" construction for mass transit and rails.

(Even more awesome: The transit "buses" can be dropped in from orbit)

Segregating based on job is a bad idea. It encourages castes, racism, and also cuts the flow of ideas from one group to the next. Placing people based on where they're going to go for work and the like, however...

E.g., all professionals and non-professionals that handle growing food.
>>
No. 279991 ID: 1a693f

>>279987
That's what I meant, just for efficiencies sake. Or maybe just put the scientist housing next to the research building and then have a bus to the entertainment district.
>>
No. 280117 ID: 9ea6ca

I like the efficiency ideas. Ed will probably condense all of this into some kind of "Advanced Civil Planning" tech if he allows it.

It wouldn't be too hard to implement. We just need to place everything in districts and connect them with public transit. Put critical structures at core of city. Command Center, airport, hospital, etc. Divide housing into clusters spread around the central core and add one entertainment structures to each group. All the structures requiring staff should be grouped up and placed nearby the housing of said staff.

Mass transit in this case could take the form of a bus network. Easily automated. If you follow the pattern I described above you would only need a few bus routes. Each work district would be connected directly to the housing that services it. And housing districts would be connected to each other.

This entirely eliminates the need for personal cars which are inefficient on resources. Only an ambulance or other emergency vehicle would need to be free roaming. If you want to take this one step further, you could orient all of the structures in a donut shape and have one subway loop that connects everything at once. That might be overdoing it though, considering the density improvements of large and massive buildings.
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No. 280188 ID: 676156

It might be interesting, too, if we eliminated individual structures and instead built everything as a single building with sub-units, much like a mall. This would be especially useful on Hephaestus, seeing as the atmosphere is unbreathable. Also, artificial sunlight to ward off depression.
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No. 280677 ID: 676156

Also, when we're making clones, can't we be more selective with the clone gene sequences, or outright modify them, so as to create, say, more perfect soldiers or scientists? I think we should use our genetic engineering skills more aggressively on humans.
>>
No. 280683 ID: c71597

>>280677
Yes we could. But every small improvement comes with quite a hefty drawback. Which makes it not worth it.
>>
No. 280768 ID: 676156

>>280683
Oh. I didn't know this.
>>
No. 281236 ID: 15b51b

IMO, it'd fit the naming scheme better if the planet was named Thrace, not the colony.

The build plan for the colony was called 'Baikonur.' So I think we should call the colony that. It's all space-ee.

Anyway... Drop the dryads off on the various islands that aren't full of baddies during the time we have left.

Vesuvius, (ugh) Enron, Dotcom, Fannie May: Return to Grezt

In 2 months: Take everyone and everything that isn't nailed down from Ryxix and fly to UC/Thrace/Baikonur. Bring everyone at Irontown who is not currently employed, but leave that colony functioning for now. If there's a spare freighter or two (which isn't necessary to bring everyone else to UC) then leave it stationed at Irontown in case we need to evacuate it. Don't bother deconstructing the buildings at Ryxix. We don't have time for that.

Also leave behind enough SC and dudes to continue refitting the last few ships.

There should be sufficient Flying School capacity for the 600 professionals in training to continue training on the way to UC.

Military: Fortify Ryxix in case we're attacked before we can leave. It'd take 2 turns to build any fixed defenses, so that's pointless. If baddies start teleporting onto the island, begin evacuating.

Build a COMMAND CENTER at IRONTOWN only if there is not one already there.

LABS: Research Improved Motors followed by Mental Implants.

FACTORIES (576 BP):
3x Civilian Dropships
750x Plasma Carbines
80x Light Plasma Cannons
30x Medium Plasma Cannons
8x Heavy Plasma Cannons (distribute all cannons to whatever can support them, preference to vehicles)
25x Starmakers
5x Nuke Bombs
37,000 Nondurables
5,000 Durables
Cost: 704M, 410C, 200SC, 139U, 125Fuel
>>
No. 281241 ID: 61b9b8

>>281236
should we nuke rysis or leave it for the rebels?

im somewhat willing to leave books with tecnology behind. the rebels may not use it now, but who knows, 2 or 3 generations from now we may get a few daring duids that wont mind making new toys.
>>
No. 281249 ID: 9ea6ca

>>281236
Actually, if Ed would allow it. Could we salvage ONLY the portions of our structures that contain superconductors? Most SC would be tied up in things like machinery, which we could pack up and take with us. As opposed to the building itself which would have to be demolished and melted down into ingots, or another transportable form. SC is rare enough that the effort may be worth it. And our supply is going to be cut off until we can get a new colony up and running again.

I'm all for gifting knowledge to the Rebels. Its what got them in trouble in the first place. But we should probably turn Ryxix into a crater like we did last time. The Rebels will not be able to make use of it anyway.
>>
No. 281617 ID: ab9388
File 129773290942.png - (168.05KB , 2162x1582 , Base Report 7.png )
281617

>>281236
The newest settled planet is named 'Thrace', while the budding colony is christened 'Baikonur'.

Due to labs being shut down, research has not been completed on Improved Motors.

Ryxix is abandoned, but not before as much SC-rich machinery is salvaged from the empty buildings. Huge numbers of portals begin appearing on the island where Ryxix was near the end of the 2nd turn, a mere week after the place was abandoned.

They Dryads who do not want to join the Splinter are relocated to an uninhabited island off the coast of the mainland. They have been equipped with plentiful ammunition and a good portion of our outdated equipment. (2000 assault rifles, 40 chainguns, and numerous other equipment such as grenades and radios)

Thus far it appears the Rebels are undetected in their new home.

A fleet of freighters takes the first wave of citizens from Irontown to Baikonur

The Large Orbital Factory's upgrading process is stalled due to Medina Ridge and Occissor being away.

>>280117
An underground mass transit system could be implemented to eliminate the need for automobiles. It would cost 5 RP to develop a transit system. Automobiles consume no fuel and new mass transit hubs must be built for each new cluster of buildings, so such a system will not be more efficient at the time being.

>>280188
Artificial sunlight has always been used, and constructing a single-building base will not be necessary as it will yield no major increases in efficiency.

>>279437
The Dryads are less willing to live with an alien species they do not know at all, than with us. They at least have had plenty exposure to humanity.
>>
No. 281618 ID: ab9388
File 129773307695.png - (66.78KB , 2124x1514 , Baikonur.png )
281618

Also, a map of Baikonur for those of you who want to design the colony. The darker colored regions are mountainous terrain and cannot be built upon (except for Derricks).
>>
No. 281622 ID: 28e94e

>>281618
What are those red dots?
>>
No. 281641 ID: aa4a55

>>281622
Rocks, i think
>>
No. 281710 ID: 54af1f

Super Conductor?

Can we see what's coming out of the portals on our orbital eyes?
>>
No. 281713 ID: 9ea6ca

Sure those are not metal deposits? Then again derrick placement has never really been an issue.

I don't have time to copypaste a city design together. But if you take a shot at it, try to keep the overall shape of the city a line or donut shape. This would be a little more efficient than the haphazard grid we tend to use. Even without a transit system.

>An underground mass transit system could be implemented to eliminate the need for automobiles. It would cost 5 RP to develop a transit system.

Only 5 rp? Go for it! We are in the process of making a new colony so its the perfect time. It might not give us a huge bonus right away but we can expand on it in a multitude of ways.

Expand the system to shift cargo as well as passengers using the same tracks. Attach system to automated underground warehouses. Connect all industrial, agricultural and mining districts together with underground cargo hubs. BAM, efficiency increase.

I mean how great would it be if you could just press a button to order anything you need. And then have it rise out of the ground on an elevator. IRL? A pipe dream. But in a relatively small colony like ours, quite feasible.
>>
No. 281728 ID: 54af1f

So do we have a source of Uranium yet?
>>
No. 281746 ID: 54af1f

Anyway, let's get out while the gettings good. We should evacuate to Thrace ASAP before they try anything else.
>>
No. 281782 ID: 676156

>>281746
They can't reach us in space. We're fine. No rush.

But yeah, I guess there's no need to be in Irontown anymore, huh. Let's leave her behind. Don't destroy it, but do remove anything that would be considered sensitive technology or information. We can always come back to Irontown and make use of its facilities, should we need to. No one's gonna bother it there, and I bet it'd be almost completely undetectable when it's shut down. I bet breakers would have a hard time finding it unless they were specifically searching for it.
>>
No. 281783 ID: 676156

>>281782
And I doubt that the Snarren or the Dryad loyalists are even aware that it exists; when they were bombed by our rail gun, they just saw flak falling from the sky.
>>
No. 281784 ID: 676156

>>281783
And, now that I think about it, breakers would never use our technology, anyway. It's unholy to them. We can leave everything just like it is, except for any intel-bearing documents.
>>
No. 281816 ID: 3df8ed

>>281782
>They can't reach us in space. We're fine.

you dont say those things out loud.

seriously.

as far as i know, we already have spies on our ship, ready to cast spells that will help them to make portals to our new bases.
>>
No. 281823 ID: 28e94e

>>281816
At which point we can just put on gasmasks and expose the compromised sectors to the toxic atmosphere
>>
No. 281923 ID: 9ea6ca

>>281728
Thrace does have uranium. Ed said "small amounts". So we will probably harvest it at 33% efficiency like last time. Not a big issue since we are leaving the ground war behind. Now we only need a little of it for power.
>>
No. 282374 ID: 676156

By the way, speaking of dryad mage subterfuge, if they did manage to slip us some spies, then there will probably have to be a significant number of them to open up a Snarren portal. They'd have to find an secure an isolated area, like a warehouse. You have to remember, these portals take time to bring up and they're hard to miss. Let's not give them that opportunity, eh? Is there some sort of passive portal scanning tech we can implement here?
>>
No. 282501 ID: a74ca1

>>282374
well, we have a police force already. problem is that we may need to work with time windows lesser that 8 hours. with luck, they will come in very few numbers instead of a small army, giving out small warning like werewolf sigthings for us to beware of.

they could be making portals on their collective sleeping quarters. no amount of police search would work to detect by then, and to watch closely around 250 dryads would already pose a challenge, let alone the nearly 1500 we have. that without counting on the likeliness of legal and moral issues we may get, plus the actual labor required to pull it off.

its like a communist wet dream. they either hotdrop on us at their own peace and pace or we prosecute them for things that very few of them have done, thus making this a lost-er cause.
>>
No. 282569 ID: 676156

>>282501
Fortunately, the Dryad mages seem a little too elitist to actually bother with this kind of subterfuge, and I think they just wanted us off their planet. Of course, that's no reason to think that such a scenario is impossible.

Christ... Keep lots of plasma guns around and hope for the best, I guess.
>>
No. 282570 ID: 259738

>>282569
Just arm all the Dryads. Then if any of them turn out to be mages, the other Dryads will shoot them.
>>
No. 282577 ID: 7e3a39

Aren´t portals and other magic tricks trackable by our radars?

Just put several sensors around the dryad compound and other nearby locations and send in the troops as soon as something comes up. Should the energy be tooo large, simply flood the areal with the planets athmosphere, even magic can´t help against a severe lack of oxygen.
>>
No. 282594 ID: 72b443

>>282570
it could work. give them slug ammo that we can peform forensics on and if shit gets real we can either track the source of danger or it will be restricted to pockets of resistance, easier to spy and watch over.

>>282577
most of our facilities are already concrete and steel. radar will not help inside a city like it did in the forest.
>>
No. 282633 ID: 28e94e

>>282594
All we need to do is install sensors inside their quarters. That shouldn't be too difficult.
>>
No. 282663 ID: 72b443

>>282633
the problem is personnel, we need to get watchers for these sensors.

maybe psycholgists to make sure none of the dryads that we gaved a gun would go postal anyway.
>>
No. 282682 ID: 54af1f
File 129816413556.png - (79.63KB , 2124x1514 , Baikonur.png )
282682

>>276876
Set up the settlement test already described here at the marked map location.

We can't do a build order till it's done I don't think. We've not got the SC.
>>
No. 284925 ID: 0aa0e3
File 129886418255.png - (235.35KB , 2800x1590 , Base Report 8.png )
284925

>>281710
>>281641
>>281622
Yeah those are just rocks.

>>281782
Since the order to evacuate has not been given yet, the buildings remain unsalvaged. Reclaiming 50% of the SC used in sensitive equipment will take 1 turn, but just destroying said equipment can be done very quickly.

>>282374
>>282570
>>282663
Any major portal will be easily detectable to us, but smaller portals slipping observation could theoretically be possible. Surveillance has increased on the Dryad population, and the majority are them are given the same traceable sidearms that the other Splinter civilians use and ordered to keep an eye out for any potential magic users. Many doubt the effectiveness of this measure, however.

As for psychiatrists, there is already a large number of them in the Splinter and screening the Dryads should not be a problem. The destruction of Earth and the hardships the citizens of the Splinter faced afterward were hugely traumatic events, and as such the Splinter has developed a very effective and extensive mental healthcare department.

Due to lack of actions to take, the next two turns simply pass by. The buildings are constructed at Baikonur and the ships move around.

Occissor has discovered a Blue Giant star, currently needing of a name. All planets in the system are lifeless and devoid of useful materials.

The activation of the laboratories on Baikonur has allowed us to finish research on IMPROVED MOTORS, improving the effectiveness of all strength implants and power armor. No new techs have been unlocked.

On Gretz, the Rebels continue to evade detection and appear to be well fortified in their new capital. The portals used by the dryads are now bringing forth an old enemy; the Breakers. Most of the forces brought forth from the portals appear to be fast low-altitude aircraft, though there is small amount of space-capable fighters being brought through. Currently they are not going into orbit to engage us, appearing to instead continue to bulk up their forces. The Independence's jammer sytem is concealing our fleet position for now, but it won't be long before they wise up and find us.
>>
No. 284930 ID: cf244d

>>284925
>All planets in the system are lifeless and devoid of useful materials.
>Totally barren
Name it Chloe!
>>
No. 284948 ID: 676156

NEURAL IMPLANTS.

And have we started settling that volcanic planet yet?
>>
No. 284950 ID: 1854db

Evacuate. We still have no ship-sized weapons which can pierce their shields. Do we? Well, regardless I think we should leave. We don't really have enough firepower even if our weapons work.

Do whatever's necessary to ensure that we complete that job at the orbital factory RIGHT BEFORE we leave.

Re: Recovering SC: Only disassemble the buildings and shit to recover SC if we can do it and leave as soon as the job at the orbital factory is finished.

Research: Plasma Weaponry.
>>
No. 284953 ID: 4e6eaf

>>284930
this
>>
No. 284964 ID: 259738

>>284950
We already researched plasma weaponry, why do you want to research it again?
>>
No. 284973 ID: 1a693f

>>284925
Completing the engine refits is the highest priority. Scrap anything we're leaving behind for the necessary SC.
>>
No. 284983 ID: 1854db

>>284964
Whoops, I was just looking at the last time the tech tree was posted. On hindsight that was pretty dumb as it was like 5 updates ago or something. I'll go for neural implants, why not.
>>
No. 285339 ID: 54af1f

We might need to consider evacuating to another universe soon, but yeah, let's evacuate now while the evacuating is good.
>>
No. 290959 ID: 230559
File 130117265712.png - (205.09KB , 2800x1590 , Base Report 9.png )
290959

NEURAL IMPLANTS is being researched.

The appearance of the Breakers on Gretz has forced the withdrawal of Splinter forces from the star system. IRONTOWN's structures have been stripped of valuable SC, and it's resources and population loaded into the fleet. The fleet is fully loaded and ready for movement orders.

The evacuation has left the populace in poor morale, though since they understand the reason behind this is preventing it from falling lower.

Portals are constantly bringing in more reinforcements, though as of yet they still seem to be unable to pinpoint the location of our fleet under the Cruiser Independence's jammer field.

Since it seems to be suggested that only the Gretz system is to be evacuated, Baikonur continues functioning as normal.

Meanwhile, the Occissor has detected a signal coming from a newly discovered yellow star system, similar to that of the other Anomalies. It is extremely likely we have found the location of The Archive.

>>284973
>>284950
The shipyard cannot finish as it is an upgrade for Medina Ridge and Occissor, neither of which are present at the shipyard.

>>284948
The planet Slag remains untouched.
>>
No. 290961 ID: 230559
File 130117322576.png - (11.49KB , 785x448 , Chapter 3ish Concluded.png )
290961

On board the Infractus,Fleet Admiral Argus Ductor finally succumbs to the immense stress that pervaded his life since he took his role as the leader of the Splinter.

Gravely ill, the Fleet Admiral resigns his post and lets the Advisory Council select the next leader of humanity.
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