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[CYOA] Space Australia: GAME. SET. MATCH.
Posts
Greeper makes a convincing argument.
A (11 o clock)
3
The entire reason we freed those jerks was to eat 'em. We're on a new planet, and I brought this 'How to Serve Man' book and everything.
If faith is just a silent tribute, mine is just a desperate act.
Get a couple days work out of 'em, then eat them!
dun dun dun
It's a close run between rationing and cannibalism, but rationing wins out for the moment.
Turn 2
Decision: D2 Rationing and Research. The two R's.
Overview
Population: 2.2k [2.5k cap]
Food: 4.1k [-1.1k/turn] [Rationing]
Resources: 5k [+0/turn]
Energy: 5/5
Morale: Unhappy [-2]
Pod Six Colony
No Big Structure
Crashed Pod [2.5k Housing, no energy requirement]
Nuclear microreactor [+5 Energy]
Forces
100 prisoners with guns [Level 1 Soldiers]
Research
Planetology: Basic Xenobotany [allows Xenofarm construction]
Summary
[Population growth roll 1d6(-2) - 1d6. 4 - 2 - 2 = +0. No growth due to low morale interfering with sexy times]
Map
(I added some numbers to help us determine directions and marked on that smoke plume)
Decision Time
(Choose a letter and a number)
A - Explore a hex [see the map, give a direction] [Dangerous, difficulty 8 roll to avoid dying]
B - Build More Housing [+0.5k population cap, needs 1 energy, costs 500 resources]
C - Build Hydroponics Bay [+0.5k food per turn, needs 2 energy, costs 1000 resources]
D - Build Xenofarm [+0.8k food per turn, needs 1 energy, needs 200 population to work, costs 1500 resources, is Big]
E - Research Planetology [Narcotic uses of Xenobotany]
F - Research Planetology [Anti-fungal systems - Removes danger from exploring]
G - Research Industry [Transport - Rovers for better exploration]
H - Research Fundamental Science [Communication problems]
I - Research Military [Improvised Weapons]
1 - Bury the 300 who died in the crash outside the pod
2 - Store the 300 partial bodies in a deep freeze
3 - Eat the 300 who died in the crash [+0.6k food]
Somebody mentioned shivs, the option is there! Improvised Weapons = Space Shivs. Right now in my head I'm thinking that unarmed civilians could fight with a 0.1 effectiveness (compared to the soldiers being "1" each). Space shivs would get that up to 0.25.
The Big Structure thing is a limit of one per hex. It gives you a reason to explore, they also usually need a dedicated workforce (to actually make that expanded population mean something). While I give the impression of having thought about this game, I sort of typed out how it works off the top of my head. You're all just lucky I didn't decide to use playing cards or something more stupid than dice.
If we cannot feed our own folks at home, how can we expand our own empire?! I mean, sure we can eat our own delicous delicous flesh and some of the fat people, however How would we live with our selves afterwards? (not starving withstanding of course).
Mojo_jojo: Don't worry about, CYOA are 90 % make it up as it goes, 5 % dice rolls and 5 % how far can you go before you make the most horrible empire history has seen.
D - Build Xenofarm [+0.8k food per turn, needs 1 energy, needs 200 population to work, costs 1500 resources, is Big]
1 - Bury the 300 who died in the crash outside the pod
We're going to open our own civilization! With Blackjack! And Hookers!
And a rousing memorial ceremony to raise our morale in the wake of our brush with starvation.
And 2 is for just in case. Also, I have concerns that we'll either have their buried bodies stolen away and the native wildlife will get a taste for human flesh, or that crazy fungus is going to turn 'em into space zombies or something.
Anyone get the feeling that the native vegetables aren't really vegetables?
Some fine therapeutic medications ought to raise morale.
Since I wouldn't mind it. I mean, space ale is great.
B - BreedWhoops, wrong game.
D2
First priority should be to ensure we have enough food. Freeze the dead, we can choose to bury or eat them later depending on how things turn out.
National Animal: The Majestic Space Duck.
QUACK!
Jimmy "Teeth" Aldridge is hungry.
We definitely need food, and this'll provide the most bang for our buck. And our resources are just fine. Also, I'm really uncomfortable with putting our people outside for now. Who's to know what that fungus will do to earth-life? Someone already posited the threat of space-zombies... we definitely don't need another Flood.
I, for one, and not going to go searching through any Libraries
Turn 3
Decision: D2 (again) Freeze the Dead and Build a Farm
Overview
Population: 2.2k [2.5k cap]
Food: 3.8k [(+0.8k -1.1k)/turn] [Rationing]
Resources: 3.5k [+0/turn]
Energy: 4/5
Morale: Unhappy [-2]
Frozen Dead People : 0.3k [0.6k of food]
Pod Six Colony
Xenofarm [+0.8k food per turn, -1 energy, 200 pop workers, Big]
Crashed Pod [2.5k Housing, no energy requirement]
Nuclear microreactor [+5 Energy]
Forces
100 prisoners with guns [Level 1 Soldiers]
Research
Planetology I: Basic Xenobotany [allows Xenofarm construction]
Summary
While there's certainly a lot of sex going on in the crude shanty town constructed within the crashed pod, there are only a few children and pregnancies.
Map
Decision Time
(Choose a letter)
A - Explore a hex [see the map, give a direction] [Dangerous, difficulty 8 roll to avoid dying]
B - Build More Housing [+0.5k population cap, needs 1 energy, costs 0.5k resources]
C - Build Hydroponics Bay [+0.5k food per turn, needs 2 energy, costs 1k resources]
D - Build Labs [needs 4 energy, costs 3k resources]
E - Research Planetology [Narcotic uses of Xenobotany]
F - Research Planetology [Anti-fungal systems - Removes danger from exploring]
G - Research Industry [Transport - Rovers for better exploration]
H - Research Fundamental Science [Communication problems]
I - Research Fundamental Science [Solar Array problems]
J - Research Military [Improvised Weapons]
We could use better names for these various factions and gangs. And are we going with Space Australia as the colony/empire name?
Space Australia is a good name. I also would like a faction called "The Philosophy Party Of Bruces". From the university of Woolloomooloo!
Gang name could be "Shrimps on the barbe" or "The Large knives".
Also - insert popculture refrences into whatever fits -
Wins out slightly over E
C
But it's so expensive! We can survive on the stores we have for a good while, maybe go out and find some better food options elsewhere.
Oh, and full rations for everyone. We don't want all these nice criminals to get too cranky.
We may want to get our house in order and arm our people in case that is a crash site. If it has survivors, they may not willingly accept leadership from a bunch of ex-convicts.
EDIT: Although one could be the colony and one could be the Empire I guess
The expense is worth it. I'd rather have food and a happy populace before forcing death marches across alien wastes.
What we call "science" has literally been the only thing keeping us alive so far. The prison gangs may run things, but the talents of the colonist scientists and the prisoners creativity with basic supplies are the only way anyone stays alive.
With more better labs, and more lab space, we should be able to accomplish more of the equally vital tasks we need. It's an investment in the future.
The Sparky gang also points out that our resource production is currently zero, principally because of all the stuff we desperately need to understand.
I really think we should explore towards that other pod first, we have too many people, lets risk them!
A(2)
Edit: Oh and a lab is a bad idea until we get the food situation resolved, I mean, we can last 10 turns right now but do you really want to use up ALL our energy?
(is the lab the same as the science advancement from the starting pod?)
If faith is just a silent tribute, mine is just a desperate act.
Turn 4
Decision: F Research Planetology [Anti-fungal systems - Removes danger from exploring]
Overview: Glorious Space Australia
Population: 2.2k [2.5k cap]
Food: 3.5k [(+0.8k -1.1k)/turn] [Rationing]
Resources: 3.5k [+0/turn]
Energy: 4/5
Morale: Unhappy [-2]
Frozen Dead People : 0.3k [0.6k of food]
Pod Six Colony: New Botany Bay
Xenofarm [+0.8k food per turn, -1 energy, 200 pop workers, Big]
Crashed Pod [2.5k Housing, no energy requirement]
Nuclear microreactor [+5 Energy]
Forces
100 prisoners with guns [Level 1 Soldiers]
Research
Planetology II: Basic Xenobotany [allows Xenofarm construction], Anti-fungal Design [Removes fungus problems on short trips]
Summary
Map
(it's the same)
Decision Time
(Choose a letter and a number)
A - Explore a hex [see the map, give a direction]
B - Build More Housing [+0.5k population cap, needs 1 energy, costs 0.5k resources]
C - Build Hydroponics Bay [+0.5k food per turn, needs 2 energy, costs 1k resources]
D - Build Labs [needs 4 energy, costs 3k resources]
E - Research Planetology [Narcotic uses of Xenobotany]
F - Research Industry [Transport - Rovers for better exploration]
G - Research Fundamental Science [Communication problems]
H - Research Fundamental Science [Solar Array problems]
I - Research Military [Improvised Weapons]
1) Remove the fungus from Pod Six (and the Xenofarm) and keep it clean
2) Leave the fungus alone
Edit I'm a bit torn on this. What I decided in the end was no, it'll let you do advanced stuff (like manufacturing high tech doodads and open up more tech options That said, there will be a "big" Tech Centre that will give you the chance of a breakthrough each turn (while also justifying any other science bits and bobs that you need). The Tech Centre will need the Labs to be built though. Or such is my current thinking, I'm really very open to suggestions.