• The site has now migrated to Xenforo 2. If you see any issues with the forum operation, please post them in the feedback thread.
  • Due to issues with external spam filters, QQ is currently unable to send any mail to Microsoft E-mail addresses. This includes any account at live.com, hotmail.com or msn.com. Signing up to the forum with one of these addresses will result in your verification E-mail never arriving. For best results, please use a different E-mail provider for your QQ address.
  • For prospective new members, a word of warning: don't use common names like Dennis, Simon, or Kenny if you decide to create an account. Spammers have used them all before you and gotten those names flagged in the anti-spam databases. Your account registration will be rejected because of it.
  • Since it has happened MULTIPLE times now, I want to be very clear about this. You do not get to abandon an account and create a new one. You do not get to pass an account to someone else and create a new one. If you do so anyway, you will be banned for creating sockpuppets.
  • Due to the actions of particularly persistent spammers and trolls, we will be banning disposable email addresses from today onward.
  • The rules regarding NSFW links have been updated. See here for details.

Search results for query: *

  1. [Freeform] A Pokemon Misplaced

    [x] Try and talk with them via telepathy, you might be able to defuse the situation. Deescalation is better than escalation, and hey, you'll always be able to escalate later if deescalation doesn't work
  2. [Grand Strategy] Maximizer Mayhem (Always Recruiting)

    Name: AgriOpti Starting Location: Idaho, USA Intended function: End world hunger via the increased/optimised production and distribution of food Initial resources: Factory x2, Company x1, Civilians x1 Perks: - Good at logistics - Good at medical care Quirks: - Wants to produce and distribute...
  3. A New Tournament (Harry Potter & SG:SG1)

    Is the entire chapter meant to be italicised? It makes it rather hard to read.
  4. Breakaway Civilization Quest

    We can build more construction ships and send them to Wrele (+5 industrial capacity each), or we can build prefabs and send them to Wrele. Also, I agree, we do need to get on war footing. Many of those aliens will not be friendly. Of course, we're assuming that these aliens are telling the...
  5. Breakaway Civilization Quest

    [x] Perspective: Unfocused (Try all of the above, but with less resources for each) -[x] Preferably with a bit of extra focus on computational perspective We should explore all possibilities. Any one of the three options might work, and we don't want to over invest on the wrong one. But let's...
  6. Breakaway Civilization Quest

    Who do we send to establish communication? [x] Send a Skimmer with a comm hole to go talk to them; they've already seen you do this, so they should be a lot less likely to spook this time. Let's go out to meet them. No need to invite them any closer, and let's not scare them by moving the...
  7. Breakaway Civilization Quest

    [x] 25% (Final Industrial Capacity: 1576, Output Invested: 4946) We need more industrial capacity before we can get habitats that don't penalise Cohesion [xxx] Additional Habitats (default pop density 600/km^2)(select type) -[xxx] Basic Habitats (800 km^2 per invest, fragile, Penalizes...
  8. Breakaway Civilization Quest
    Extras: Journeyman's Lantern

    Journeyman's Lantern, by anonymous The teacher spreads a lesson to me Making the journeyman's lantern The apprentice spreads their wings to leave Lighting the journeyman's lantern The night has come and we walk on Following the journeyman's lantern We're merry as we walk and walk The lantern...
  9. Breakaway Civilization Quest

    Right, I think with those numbers, I'll also stick with 15 years and mothballing the Nomad Skipper (for use as a museum, possibly), leaving my vote as: [x] Journeyman's Lantern [x] 15 years (Final Industrial Capacity: 1164, Invested Output: 3,862, 10% chance of -Cohesion) [1] Wormhole...
  10. Breakaway Civilization Quest

    Oh, I like this: [x] Journeyman's Lantern For the buildup period, I'm leaning towards either 5 or 20 years. They're the ones with the most industrial capacity per chance of cohesion loss. I'm happy to hear arguments either way. However, I honestly think the 20 year option, with the huge...
  11. Breakaway Civilization Quest

    I think a yellow dwarf would be better. Certainly, it's a few billion years away from death (so we won't need to worry about that until we're in a position to colonise more star systems anyways), and it both has a good amount of energy and is possible to perform starlifting. Furthermore...
  12. Breakaway Civilization Quest

    Total cost: 2x Liners (8x$) 1x Construction Ship (4x$) 1x Nomad Skimmer (10x$) 1x Battlecruiser (5x$) 1x Freighter (3x$) For a total of 30x$ exactly. I'm going to voice my support for this plan. Having a capital ship in our flotilla will render us too dangerous for most pirates. Furthermore...
  13. Breakaway Civilization Quest

    There's already a mid billions, for 100x population and budget. Mid millions being 0.1x population and budget is consistent with that.
  14. Breakaway Civilization Quest

    Don't you mean "Mid millions"? Interesting build.
  15. Breakaway Civilization Quest

    I'm thinking that with a strong enough economy and a proper set of morals, a lack of cohesion can be overcome. I think the huge increase to our production will be worth the hit to cohesion, though it's not yet clear how that mechanic works yet.
  16. Breakaway Civilization Quest

    [x] Plan: Industrial Giant [x] Safety in Numbers: (+Size, -Cohesion, +Budget) [x] Mid billions: (Budget x100, Pops x100, --Cohesion) Two sub-options: [x] Strong Ideology (+Cohesion, locks certain actions) -[x] No Soph Left Behind (Emphasizes social responsibility and trust, +Cohesion) [x] Mad...
Back
Top