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| 14 Mar 2015 08:28 PM |
The Space Kingdom had been covered completely in radiation, so they went underground. It was thought that they would be stuck in there forever and ever and ever and ever and ever and...you get the concept.
Then, one hundred fifty years later, when supplies were low and all hope seemed lost, an old robot came from the surface and entered the bunker. It made whirs and whistles and beeps that you somehow understood. It said it was safe to go back to the surface.
Your people, overjoyed of the news, nearly killed you by charging to get to the surface and turning one of their stasis pods into a house. An old space shuttle from the olden days becomes your new palace. All troops and resources from before the bunker are dead.
Island Description: The island you reside on is a small land mass with several caverns full of meteor bits and other metallic components twisting and curving underneath the ground. The island has a hot climate with a minor desert at the southern tip of the island. Forests of cacti are not uncommon in desert, and the border of the desert and forest is a mixture of trees and cacti. Your "city" is built somewhat close to a lake in the shape of a crater. The northern area of the island is the coldest, though it rarely snows at any point on the island.
Economy: You have no trade routes yet, and your economy is poor, though due to your large amount of metals and other goods this will change once you begin trading. You currently have have 1,500 moon rocks.
Soldiers: Xeno: Remember the aliens from the movie Alien? That sums up these assassins of the night in a nutshell. They wear no clothing as their skin is pure black and can change color. Costs 150 rocks. Grunt: The grunts from Halo. Charge into battle and blow up in groups of opponents in order to cause maximum damage. Small and require a special type of gas to breathe. Costs 100 rocks. Space Marine: They generally are not able to take a lot of hits, but in numbers they can cause quite the punch. They wear futuristic armor made out of metals and stuff. Costs 50 rocks.
Natural Resources: Meteor rocks Various metals Cacti Trees
Upgrades: The scientists died upon the entering of the bunker.
Buildings: Mine: Collects the metals and meteor bits from the ground, giving more resources for economic powers. Costs 500 meteor rocks. Stasis Pod: Not actually a stasis pod, a stasis pod that was transformed into a house. Costs 250 bits and increases population by +5. Space Shuttle: A space shuttle remade into a palace, it has lost the ability to set off into space. Relax and have fun while enjoying some space drinks in here.
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 14 Mar 2015 08:57 PM |
And so we rebuild from the devastation that had befallen us.
Build a Mine and a Stasis Pod, along with 3 Grunts and 4 Space Marines. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 08:12 PM |
Done. You have 500 space rocks left and five new people are born.
ACHIEVEMENT GET: It's a boy! Increase your population using a building. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 08:25 PM |
| Have my space marines explore the island, searching for any potential dangers to my people. |
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| 15 Mar 2015 08:29 PM |
| While exploring, your space marines find a hole spouting from the ground. They report that an orange smoke is emitting from it's tip. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 08:44 PM |
Orange and red are usually colors that mean someone needs help. Send a grunt to investigate, and two space marines to back the grunt up.
The other two space marines are to continue surveying the island for threats and natural resources that can be exploited. |
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| 15 Mar 2015 09:12 PM |
LaserBlast arrives.
"Hello LNG, how are you doing?" |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 09:55 PM |
| Another bump for the good prec. |
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| 15 Mar 2015 10:15 PM |
The grunt sneezes rapidly as the smoke infiltrates his nostrils. The space marines don't believe that anything is wrong with the grunt but just an allergic reaction to something down the hole.
No natural resources are found. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 10:44 PM |
Hmm. The space marines wear helmets, yes? Send one of them down to investigate then.
Send a space marine to explore the caverns underneath the ground.
And send the last space marine up north to find a site to establish a trading post of some sort, including docks. Considering the climate, we must be close to the equator, hence other civilizations will most likely be northward. |
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| 15 Mar 2015 11:13 PM |
It turns out it is a spice geyser. It smells like cinnamon but you're not sure. The space marine sets up a tent and marks it with an ever-burning yellow flare. It will take him one turn to arrive at town. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 11:23 PM |
| Make some sort of building to harvest this spice. |
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| 15 Mar 2015 11:29 PM |
| Your people create a makeshift pump. Spice is introduced into the market and is highly valued. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 15 Mar 2015 11:44 PM |
Regulate the flow of spice so not too much goes into the market at any time.
Set up the trading outpost and start making ships for exploration and later, trading. |
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| 16 Mar 2015 12:04 AM |
The Space Marine takes the Grunt and some unemployed people to help construct the outpost. Basic ships are created and stationed at the trading outpost. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 16 Mar 2015 09:03 AM |
Send my ships out to search for other islands and new peoples.
Meanwhile, get monies. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 16 Mar 2015 07:06 PM |
| (A third bump for the good prec.) |
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| 16 Mar 2015 07:09 PM |
(M8, I can't deal with twelve people at once. Don't bump, I have all the kingdoms tracked using the top left corner having the "TRACK THIS THREAD" option.)
Your guys take a map writer with them and you find a island with a beach of yellow sand. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 16 Mar 2015 07:13 PM |
(Kay.)
Pull the scout ships back, and collect money. Build a mine if possible. |
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| 16 Mar 2015 07:57 PM |
On your way back, you find yellow things following you. A mine is built close to the trading post. You get develop 20 meteor rocks p/t.
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 16 Mar 2015 08:01 PM |
What are the concerns of the citizens?
Tell the scouts to veer off, don't face the yellow things, whatever their intentions, and try to loop around and discover more islands to the west or east, whichever side of our island they are on. |
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| 16 Mar 2015 08:41 PM |
They are intrigued by what the yellow things might be.
Your scouts find a island made of trash. You may be able to salvage something if you stay there for a few turns. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 16 Mar 2015 09:39 PM |
| Have one scout stay there and salvage, the others keep exploring. |
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| 16 Mar 2015 09:40 PM |
He begins to salvage. A yellow being manages to find your fortress. He claims to be from the Bannnanachair Kingdom and wants an alliance and trade route. |
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