Webdiplomacy Sci-Fi Simulator III Signups

If you have a game you want to play on the forum, you can do so here.
Forum rules
This is an area for forum games. Please note that to support mafia games players cannot edit their own posts in this forum. Off Topic threads will be relocated or deleted. Issues taking place in forum games should be dealt with by respective game GMs and escalated to the moderators only if absolutely necessary.
Message
Author
Szpoti
Site Moderator
Site Moderator
Posts: 456
Joined: Sun Dec 31, 2017 1:02 pm
Location: Glasgow, Scotland
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#541 Post by Szpoti » Sun Feb 18, 2018 1:38 am

- Give way, give way! Where is the patient!

*Tierney opens her doctor's bag. Shiny tools of strange shape and unknown usage, fall out, some in form of steel spheres, some resembling flat panels with glowing edges.*

- Don't mind the mess, Hoyt will take care of it later.

*pulls a syringe from the bag, and drives its needle into Chagall's arm.*

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#542 Post by brainbomb » Sun Feb 18, 2018 1:53 am

**Chagall has been fully restored to health and may post in the game thread. **

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#543 Post by thamrick » Sun Feb 18, 2018 2:06 am

Did Tierney also heal the traitors? I'd imagine we want to question them and they'd probably be more responsive if they haven't bled out...

RagingIke297
Posts: 2282
Joined: Fri Sep 29, 2017 3:35 pm
Location: Locked in Bo_Sox's Basement
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#544 Post by RagingIke297 » Sun Feb 18, 2018 2:07 am

Jaromir: Brainbot, tell me about the Turks. Is it a good idea to take on their colonists?

brainbot: their workers are eager for work, poor. they have a long standing alliance with ynbar as well. so naturally the Turks are predisposed to liking our people. some of our current populace is turkish descent as well. at least 15 of them

So at least they'll be loyal, we should build some farms or something that makes food this phase maybe if we can get a good deal from the Turks

RagingIke297
Posts: 2282
Joined: Fri Sep 29, 2017 3:35 pm
Location: Locked in Bo_Sox's Basement
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#545 Post by RagingIke297 » Sun Feb 18, 2018 2:12 am

Re-reading it looks like a second set of harvesters would be better than a mine... any other councilors have an opinion?

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#546 Post by thamrick » Sun Feb 18, 2018 2:12 am

RagingIke297 wrote:
Sun Feb 18, 2018 2:07 am
Jaromir: Brainbot, tell me about the Turks. Is it a good idea to take on their colonists?

brainbot: their workers are eager for work, poor. they have a long standing alliance with ynbar as well. so naturally the Turks are predisposed to liking our people. some of our current populace is turkish descent as well. at least 15 of them

So at least they'll be loyal, we should build some farms or something that makes food this phase maybe if we can get a good deal from the Turks
I didn't account for the Greenhouses last phase, so we actually have 11 food currently.

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#547 Post by brainbomb » Sun Feb 18, 2018 2:17 am

Brainbot: what would you like your 3 harvesters to gather?

-you can gain +2 Luxury +2 Food +2 Steel or scrub the air 2%

-also you have the extra harvester from Thamrick.

-we stand to gain a ton of resources this phase as long as we dont die!

I see that Eachen is using his action to convert (1) sheep into (1) Luxury wool. so youll have a luxury next phase.

-we are currently queued up to learn Laser Perimeter Defense this round.
-we are not currently building anything yet
-we are planning to have Uriah study the flowers, he can submit that action to me anytime and it will adjudicate.
-we plan to reject the Turkish offer
-There seems to be division on how to pursue and trap Flicke. but it appears we want to capture him. I advise blasting that thing to kingdom come and ridding ourselves of these things.

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#548 Post by thamrick » Sun Feb 18, 2018 2:49 am

Midphase 2 Status Report:

Currently accepted "laws"
Article I - If no proposal or multiple contradictory proposals for a crisis solution is/are passed, select the one with the greatest yes:no vote ratio. If two or more such proposals are tied, brainbot will use a random number generator to determine which one is passed. All voting must end exactly 1 hour before phase change to give the President time to veto any proposal if he so chooses. If a crisis solution is vetoed, the proposed solution with the second highest yes:no ratio will be selected. AMENDMENT: Proposals shall not need a minimum number of votes to pass. All proposals must be proposed in their final form at least 3 hourse before phase change to give players sufficient time to vote on them.

Article IINo further restrictions shall be imposed on the presidential veto power.

Article IIIAll proposals shall require at minimum one Councilor's yes vote aside from the acting president to be ratified into effect.



Phase 2 Charter Status
Proposal 2.0.1 Order an away team to pursue the Will-o'-the-Wisp (Flicke). (Roll a 8 sided die, on a 6-8 you can capture it, on a 1 or 2, an away team member can die or be injured)
Yea Votes - leon, RHK
Nay Votes - thamrick, Zaza, Szpoti, Ike
Proposal fails

Proposal 2.0.2 Advise workers to ignore it. (Roll an 8 sided die, on a 3-8 workers will ignore it)
Yea Votes -
Nay Votes - thamrick, leon, Zaza, Szpoti, Ike
Proposal fails

Proposal 2.0.3 Attempt to attract the being to the dome to trap it. Using a lone beam of light attached to a drone, ship, or harvester try to mimic its dancing behavior. (Requires all work crews to be recalled and a mandatory light blackout in all rooms). (Roll an 8 sided dice on a 5-8 the being will approach. On a 1-4 it will ignore you)
Yea Votes - Zaza, Szpoti
Nay Votes - thamrick, leon, Ike
Proposal fails

Proposal 2.0.4 Uninstall brainbot, install pulse, and allow FLICKE to mindmeld with pulse
Yea Votes - Zaza, Ike
Nay Votes -
Proposal passes

Proposal 2.1.0 Dump BrainbotOS
Yea Votes - leon, Szpoti
Nay Votes - RHK, Ike
Proposal fails

Proposal 2.1.1 Download WesOS
Yea Votes - leon, Szpoti
Nay Votes - Ike
Proposal fails

Proposal 2.2.1 Harvest the alien flower for +1 food.
Yea Votes -
Nay Votes - thamrick, leon, Zaza, Szpoti, Ike
Proposal fails

Proposal 2.2.2 Transplant the alien flower to the greenhouse.
Yea Votes - Zaza
Nay Votes - thamrick, leon, Szpoti, Ike
Proposal fails

Proposal 2.2.3 Have Uriah spend phase studying specimen.
Yea Votes - thamrick, leon, Szpoti, RHK, Ike
Nay Votes - Zaza
Proposal passes

Proposal 2.3.1 Accept Turkey's trade offer (send 5 credits in exchange for 4 population).
Yea Votes -
Nay Votes - thamrick, leon, Zaza, Szpoti, Ike
Proposal fails

Proposal 2.3.2 Reject Turkey's trade offer.
Yea Votes - thamrick, leon, Szpoti, RHK
Nay Votes - Zaza, Ike
Proposal passes

Proposal 2.3.3 Send Turkey a counter-offer of 4 credits for 5 population.
Yea Votes - Zaza
Nay Votes - leon, Ike
Proposal fails

Proposal 2.4.1 Have Hana interrogate Styll
Yea Votes - Ike
Nay Votes -
Proposal passes

Proposal 2.5.1 Build Extra Harvesters
Yea Votes - Ike
Nay Votes -
Proposal passes

Proposal 2.5.2 Build Mine (Jaromir overseeing the project)
Yea Votes - Ike
Nay Votes -
Proposal passes

Current Research Queue:
1. Turbo Lasers Perimeter Defense (completed at end of phase)
2.

Current Building Queue:
1. Extra Harvesters
2. Mine (Jaromir overseeing)

Resource Projection:
Food (per 100 civilians): 11 +1 (Pakhwa) + 2 (Biodome) + 2 (greenhouse) - 1 (Pop) = 15
Steel: 4 - 1 (Harvesters) = 3
Credits: 6 + 1 (Pakhwa) = 7
Fuel: 7
Morale: 2
Population (in hundreds): 1
Luxury: 0 + 1 (Eachen's sheep) = 1
Corruption: 0
Workers: 111
Sheep: 4 - 1 (Eachen) = 3
Wood: 0
Ore: 0
Health: 3

50 workers used building Extra Harvesters
40 workers used building Mine
21 workers remaining

Need to decide:
-Do we want +1 credit or +1 fuel from Marsh Turbine
-What do we want our 3 harvesters to collect
-Lazlo's adv. harvester collection

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#549 Post by brainbomb » Sun Feb 18, 2018 2:55 am

(Pop) = 15???

how are you going to gain 14 pop? lol

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#550 Post by thamrick » Sun Feb 18, 2018 3:02 am

I was waiting to see if there would be any midphase developments that we needed to address.

If I'm reading it correctly, Biowells produce 1 Food and 1 Fuel per phase. They seem like a good choice for building.

We could also build a Hangar and start producing vehicles, but that's a significant chunk of workers and our steel.

But I definitely think the Mine is a good choice. Extra Harvesters is good too as it gives us flexibility for our resource collection (if they operate like I think they do).

I also just realized a potential benefit of accepting Turkey's trade offer. If we trade with them, I'm assuming that would classify them as a trade partner. If so, we could build a Bazaar next phase which produces 2 credits and 1 food per phase.

@Brainbot, can you confirm that accepting Turkey's trade offer (or sending them a counter offer that they accept) would constitute them as a trade partner and give us the ability to build the Bazaar?

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#551 Post by thamrick » Sun Feb 18, 2018 3:03 am

brainbomb wrote:
Sun Feb 18, 2018 2:55 am
(Pop) = 15???

how are you going to gain 14 pop? lol
Silly Brainbot malfunctioning again. That's the second line of the Food calculation lol

Can't wait til Pulse is here. I hear he's smarter and has a more pleasant disposition...

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#552 Post by brainbomb » Sun Feb 18, 2018 3:06 am

thamrick wrote:
Sun Feb 18, 2018 3:02 am
I was waiting to see if there would be any midphase developments that we needed to address.

If I'm reading it correctly, Biowells produce 1 Food and 1 Fuel per phase. They seem like a good choice for building.

We could also build a Hangar and start producing vehicles, but that's a significant chunk of workers and our steel.

But I definitely think the Mine is a good choice. Extra Harvesters is good too as it gives us flexibility for our resource collection (if they operate like I think they do).

I also just realized a potential benefit of accepting Turkey's trade offer. If we trade with them, I'm assuming that would classify them as a trade partner. If so, we could build a Bazaar next phase which produces 2 credits and 1 food per phase.

@Brainbot, can you confirm that accepting Turkey's trade offer (or sending them a counter offer that they accept) would constitute them as a trade partner and give us the ability to build the Bazaar?
Bazaar requires desert terrain.

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#553 Post by thamrick » Sun Feb 18, 2018 3:10 am

I thought the map showed desert to the East of us.

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#554 Post by brainbomb » Sun Feb 18, 2018 3:15 am

thamrick wrote:
Sun Feb 18, 2018 3:10 am
I thought the map showed desert to the East of us.
http://hextml.playest.net/users/1101714 ... index.html

11,12 tile coloration represents poor yield grassland. mostly dying vegetation. greener tiles are still vibrant.

the hills far to your south are barren desert hills
7,17 - 11,17

tiles like 8,4 - 14,4 are the richer fuller grasslands better for farming.

you can still farm 11,12 for example, but its a far better location for putting down something else.

User avatar
dargorygel
Site Moderator
Site Moderator
Posts: 7168
Joined: Mon Dec 18, 2017 1:55 pm
Location: Over the rainbow
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#555 Post by dargorygel » Sun Feb 18, 2018 3:29 am

Hey... busy weekend.
## Vote Prop 2.01 yea
## Vote Prop 2.02 Nay
## Vote Prop 2.03 Nay
## Vote Prop 2.04 yea
## Vote Prop 2.2.2 nay
## Vote Prop 2.2.3 yea
## Vote Prop 2.3.1 Nay
## Vote Prop 2.3,2 yea
## Vote Prop 2.4.1 Yea!
## Vote Prop 2.5.1 Yea

thamrick
Posts: 1958
Joined: Sat Jan 20, 2018 12:48 am
Location: South Carolina, US
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#556 Post by thamrick » Sun Feb 18, 2018 3:44 am

Brainbot - Is Uriah able to study the flower and rush a tech this phase?

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#557 Post by brainbomb » Sun Feb 18, 2018 3:46 am

**Incoming Transmission from YnBar Secy. Of State Hammond**

Attention Coumcillors!
Thank god you are alive. We are on the way and will arrive next phase.

We are bringing you (3) pop. This wave is more civilians. We are also going to do a full inquiry into the attack, interrogate any suspects you have and extradite them to YnBar.

I will be meeting with President Pakwha regarding some of your findings. Brainbot informs us youve encountered some unique aliens that are very dangerous. We will work with Admiral Iago to destroy this threat and protect the colony.

User avatar
brainbomb
Posts: 25700
Joined: Fri Sep 29, 2017 3:20 pm
Location: Larva
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#558 Post by brainbomb » Sun Feb 18, 2018 3:52 am

Skirks: *facepalm*

*chews on Uriahs shoelaces*

User avatar
DemonRHK
Bronze Donator
Bronze Donator
Posts: 3033
Joined: Sun Dec 31, 2017 5:08 am
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#559 Post by DemonRHK » Sun Feb 18, 2018 4:34 am

I'll use my totally not betazed voodoo on Styll to see what his deal is.

IF identical to the guys last phase (Traitor, Deserter)
THEN Un-Traitor him

Also, apparently I can condition the wisps to not not lure our 'OHHHH SHINY' quality workers to their deaths with my ability, but we'd have to capture them, not a huge fan of the whole enslavement/captivity thing.

User avatar
DemonRHK
Bronze Donator
Bronze Donator
Posts: 3033
Joined: Sun Dec 31, 2017 5:08 am
Contact:

Re: Webdiplomacy Sci-Fi Simulator III Signups

#560 Post by DemonRHK » Sun Feb 18, 2018 6:01 am

Ok so.

Weeeeee have a problem.

Styll is a anti-YnBar government rebel. Blah blah, pres is a dictator, who gives a shit.

What I do give a shit about however, is his thoughts Lago is going to brand us all traitor as use us as target practice (Likely from orbit)

His suggestion is to go rebel. The bad part is, this is AFTER I conditioned Traitor. So this is all legit forward thinking.

Mine is to fake our deaths (For now) as to keep everyone away. and make a smaller deal with Turkey with a kickback for them to pay for silence on our continued survival.

We can't stand up to a combined assault of YnBar forces, especially with a fucking BATTLESHIP already in orbit.

We fake a catastrophic dome integrity failure, maybe fake an explosion at some distance away, and quietly go about living until we're ready to flip EVERYONE the double deuce and come out guns blazing, either in reality or diplomatically.


##PROPOSAL 2.6.1
Fake Colony Destruction, become an independent colony under our new full acting President, Pakhwa

Post Reply

Who is online

Users browsing this forum: DimensionDoors