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brainbomb
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Webdiplomacy Sci-Fi Simulator III Official Game

#181 Post by brainbomb » Wed Feb 14, 2018 10:00 pm

Webdiplomacy Sci Fi Simulator III
Official Game Start



*Chapter 1*  
LIHO LIHO LIHO!
0300


Brainbot: Diagnostic...weird energy reading. Why are we dragging so bad?
Colonial Bio Lander entering Endeavour3 Atmosphere. T-minus 16 minutes to landing site.

Running landing program. Thrusters firing. She sure is a beaut guys! Look at the beautiful mountains and streams. Not that I  Youd never guess this place was so toxic to breathe. Welcome home.

We seem to be getting a bit of drag. Compensating. 


*ship lurches a bit*

Brainbot: What the hell is going on-?

*Explosion*

**Warning**
**Warning**
**Hull Breach**

<Crisis Card>
100/100 Maximum level disaster
Upon entering upper atmosphere of Endeavour3 the Ship sustained massive damage from an unknown cause.

Colonial lander has crashed!
You are 1300 miles from desired lander location and are in a Marshland. 

-2 Population
-2 Morale
-4 Food

Communications system is destroyed, contact with Battleship Branimir is lost!
BioDome is breached and has sustained 2/4 Structural. The Dome must be repaired or 1 population will be lost per phase.

Options
A. You have 112 Workers still alive. It will take 60 of them, and (4) Steel to fully repair the dome and stop the breach. Breathable air is escaping the dome.

B. Ignore the problem. The game will end. As remaining pop will suffocate. 

-------------*-------------*----------------

You have discovered Biowells
You have discovered Biodome

New Research options
New Construction options
----


LEGISLATION

Yes: Yavuz, leon, thamrick,
No: Dargorygel, Ike

Failed 

##Proposal 0.2 (Voting Rules) If no proposal or multiple contradictory proposals for a crisis solution is/are passed, select the one with the greatest yea:nay 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 yea:nay ratio will be selected.
-------------


DIAGNOSTICS

Food: [7] +3 -3 [feeding populace on journey] +2 [deployable greenhouses] -4 Crisis.
Steel: 5
Credits: 5
Fuel: 7
Morale: [1] -2 Crisis
Population: [1] -2 Crisis
Corruption: 0

112 Workers remain. 


*Phase 1 has begun!*

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#182 Post by leon1122 » Wed Feb 14, 2018 10:00 pm

##brainbot DemonRHK voted NO on 0.5. That means that 0.5 is NOT passing

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#183 Post by brainbomb » Wed Feb 14, 2018 10:02 pm

LEGISLATION



Raging Ike has departed on a ship and may not post in game until Midphase 1

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#184 Post by leon1122 » Wed Feb 14, 2018 10:03 pm

Da fuck? 0.2 did not fail. Those votes are most definitely incorrect, and I feel like brainbot is severely malfunctioning.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#185 Post by brainbomb » Wed Feb 14, 2018 10:04 pm

Legislative Charter

##Proposal 0.1 Choose Option B for the Phase 0 Crisis.

Yes: Yavuz, leon, RHK
No: Dargorygel, Ike, thamrick, szpotzi

-fails-


##Proposal 0.2 (Voting Rules) If no proposal or multiple contradictory proposals for a crisis solution is/are passed, select the one with the greatest yea:nay 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 yea:nay ratio will be selected. Proposals shall not need a minimum number of votes to pass. All proposals must be proposed in their final form at least 6 hours before phase change to give players sufficient time to vote on them.

Yes:  leon, thamrick, dargo, szpotzi, RHK
No: ike yavuz

-passed-

##Proposal 0.3 Send in that Python to investigate... keeping close contact through our M.E.C.A. (Most Excellent Communications Apparatus)

Yes: Dargo , Ike, RHK, thamrick, szpotzi
No: leon

-passes-

Prop 0.4 Research Biowells
Yes: Yavuz, Ike, dargo

-passed-


Prop 5.0
No veto actions allowed

Yes: Ike yavuz
No: leon

Failed

(Under Presidential Veto Promise)


##Proposal 0.6
----
As addendum to Proposal 0.2, all proposals require at minimum one Councillor's yea vote aside from the acting president to be ratified .

Failed

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#186 Post by leon1122 » Wed Feb 14, 2018 10:05 pm

thamrick wrote:
Wed Feb 14, 2018 3:52 pm
I would agree Ike. I also feel like if you die and we lose -1 morale, we will gain that back eventually from our glorious and exalted president. What other events lose us morale?
I believe your question has been answered.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#187 Post by leon1122 » Wed Feb 14, 2018 10:08 pm

Ah, so it did pass. We can finally have a functioning voting system now.

In regards to our current crisis, I feel like someone on Battleship Branimir is responsible given the extremely suspicious communications over the past few pages.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#188 Post by Szpoti » Wed Feb 14, 2018 10:11 pm

So now we're voting on Option A and B? I think it's a no-brainer, regardless whether 'It will take 60 of them' means that repairing the dome will 'consume' 60 workers.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#189 Post by leon1122 » Wed Feb 14, 2018 10:12 pm

##Proposal 1.1.a Choose Option A (rebuild) for crisis.
##Proposal 1.1.b Choose Option B (End Game) for crisis.

Feel free to propose other options if you can think of any.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#190 Post by brainbomb » Wed Feb 14, 2018 10:16 pm

Automated Presidential speech:

Rolls a 5
+1 Morale!

Morale [2]

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Re: Webdiplomacy Sci-Fi Simulator III Official Game

#191 Post by leon1122 » Wed Feb 14, 2018 10:17 pm

brainbomb wrote:
Wed Feb 14, 2018 10:00 pm
New Research options
New Construction options
As President, I demand that you make the improvements I suggested in the previous phase to the tech tree doc. As it is, I have no idea what we are capable of researching/building.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#192 Post by yavuzovic » Wed Feb 14, 2018 10:23 pm

leon1122 wrote:
Wed Feb 14, 2018 10:17 pm
brainbomb wrote:
Wed Feb 14, 2018 10:00 pm
New Research options
New Construction options
As President, I demand that you make the improvements I suggested in the previous phase to the tech tree doc. As it is, I have no idea what we are capable of researching/building.
We unlocked
"Space Station Tech Level 2"
"Floating offshore colony platform Tech Level 2"

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#193 Post by yavuzovic » Wed Feb 14, 2018 10:27 pm

Also I want to congratulate ourself for this nice starting.
Of course:
##vote negative on Proposal 1.1.b
##vote positive on Proposal 1.1.a

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#194 Post by Szpoti » Wed Feb 14, 2018 10:31 pm

That Presidential Speech was fabulous, and those references to Lenin and Marx gave me such a boost! Workers of the world, unite at the reconstruction of the dome!

##vote yes on Proposal 1.1.a
##vote no on Proposal 1.1.b

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#195 Post by leon1122 » Wed Feb 14, 2018 10:32 pm

yavuzovic wrote:
Wed Feb 14, 2018 10:23 pm
leon1122 wrote:
Wed Feb 14, 2018 10:17 pm
brainbomb wrote:
Wed Feb 14, 2018 10:00 pm
New Research options
New Construction options
As President, I demand that you make the improvements I suggested in the previous phase to the tech tree doc. As it is, I have no idea what we are capable of researching/building.
We unlocked
"Space Station Tech Level 2"
"Floating offshore colony platform Tech Level 2"
Sure, but a lot of the higher techs still have no known prerequisites, and it's difficult having to figure out which builds we are capable of. In addition, why are Olympic Games and Megachurch Techs rather than wonders?

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#196 Post by leon1122 » Wed Feb 14, 2018 10:35 pm

thamrick wrote:
Wed Feb 14, 2018 8:40 pm
Leon, would you support a proposition that prevented a veto on a proposition with at least 75% support? That seems reasonable to me.
I'd be willing to not veto such a legislation if it includes an article explicitly saying that there shall be no more cuts to presidential veto authority.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#197 Post by yavuzovic » Wed Feb 14, 2018 10:38 pm

11. Offshore Colony. Moves around on the sea. Turns colony into a large Oil Rig. +1 Oil, +1 Food, +1 Colony-Movement. Loses benefits of land based improvements.
What are the benefits of land based improvements?

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#198 Post by brainbomb » Wed Feb 14, 2018 11:08 pm

https://docs.google.com/spreadsheets/d/ ... p=drivesdk
Tech tree

https://docs.google.com/document/d/14kx ... p=drivesdk

Further elaboration


New Construction objects
We have landed in a swamp.

Marsh Turbine: (2) steel, workers. Produces +1 credits or +1 fuel per phase.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#199 Post by brainbomb » Wed Feb 14, 2018 11:12 pm

Hangar – An upgraded hanger can be built with 60 workers, (1) credits and (2.2) Steel. Effect produces +1 choose one: tanks, rovers, harvesters, submarines, or space fighters per phase.

Greenhouses – Produces +1 food boosts each phase and improve health +1. Requires 50 workers, and an appointed Specialist or Councillor. 1 Steel. 1 Credits. Water.

Bar – Allows a tavern to be built on the ship. 3 Steel, 15 workers, Alcohol. +1 morale. +2 colony corruption.

Chapel. holy site to be built. 2.6 Steel, 50 workers. -2 Corruption. +2 Morale. Requires an appointed Councillor or Specialist.

Mine - Allows extraction of raw materials if applicable at +1 per phase. Requires 40 workers, drills, tools, and a Specialist or Councillor to oversee project
Effect: +1 mineral or resource per phase.

Solar/Wind/Tide/Geothermal Generator- 1 Steel, .5 Credits, 30 Workers, effect: Produces Energy which can be turned into +1 Credits or +1 Fuel.

District - 2 Steel, 1 credits, 100 workers. Takes two phases to build. Effect: Increases population +2 per phase.

BioDome - 8 Steel, 300 Workers, 5 credits. Creates a massive dome which can support life, research facilities and house an additional +3 pop. Adds +2 food.

Laser towers - 1 Steel, 200 Workers. Upgrades laser perimeter defense system. +1 HP of damage to up to 50 attackers per phase.

Biowells - 4 Steel, 30 workers.
Adds +1 Food, +1 Fuel

Extra Harvesters - 3 Steel, 50 workers, builds 3 additional harvesters. Doubles output by harvesters.

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Re: Webdiplomacy Sci-Fi Simulator III Signups

#200 Post by thamrick » Wed Feb 14, 2018 11:19 pm

My ability says twice per phase I can restore a point to something damaged or broken. So I can restore our broken Biodome correct? Does that need to be a proposal or just something I do?

##VOTE Yes on Proposal 1.1.a
##VOTE No on Proposal 1.1.b

Also, wow. I'm still in awe of that speech Paky (mind if I call you Paky?).

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