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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265132#msg1265132
« Reply #108 on: June 08, 2017, 11:53:04 pm »
Double post as this is about moving forward, rather than talk about the past.

As the brewers probably sacrificed the most resources for everyones good, we ourselves offer to activate hydroponics, of course on action1. I also think some people have been missunderstanding how hydroponics work. Their effectiveness depends on which action they were activated on. Activating on action 1 or having it already activated we gain 6Mcal food, but for each action later we gain 1 less. As the Brewers could not have reached the terminal in 3 actions, the activation attempt must have happened action 4 or later, halving everyones life expectancy. Not having made that completely clear might have been a reason why medics were so skeptical of me asking them to activate it on action 1, I should have gone more into detail about that.
So long as the terminal is not invaded and noone else toggles hydroponics we can guarantee 6 food for everyone. If either Lords or Brewers insist of course they can do it as well (we dont mind an action more, just found it appropriate to make up), just make sure that not 2 factions attempt it, effectively shutting it off again and if you insist do it in the first 3 actions, action1 being vastly superior.
The medics wouldnt be able to do it before action2 and promise to sacrifice 5 actions on alliances and fueling the generator, so they are an ill fit to be burdened with that task as well.
« Last Edit: June 08, 2017, 11:56:55 pm by kaempfer13 »
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Offline mathman101

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265134#msg1265134
« Reply #109 on: June 09, 2017, 02:46:14 am »
Ah, that makes more sense than the way I understood it from reading the rules, thank you kaempf for the detailed explanation. Yes we had attempted to turn it on near the end of the round, as I misunderstood it and thought it made no difference as to which action we used for it.

Does the oil make a difference on which turn we pour it into the generator? currently our plan is near the end so it can use the most fuel up before being refilled(probably 5 or 6). our other 4 actions are the alliance actions and hopefully every other team is still willing to re-initiate the alliances between the factions.

Not sure the 6th action yet, but discussion is underway in the medical centers. :P
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Offline Linkcat

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265150#msg1265150
« Reply #110 on: June 09, 2017, 11:12:52 am »
I'll be really disappointed if this ends in another group victory. By the way, nobody gets Master of Games points if there's no clear winner.
« Last Edit: June 09, 2017, 12:44:34 pm by Linkcat »
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265152#msg1265152
« Reply #111 on: June 09, 2017, 12:18:53 pm »
I'll be really disappointed if this ends in another group victory. By the way, nobody gets Master of Games points if that happens.
Don't worry Link, there's plenty of time for backstabbing when we're not a turn from death. :silly:

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265153#msg1265153
« Reply #112 on: June 09, 2017, 12:22:23 pm »
Cultist alliances, so everyone knows what turn to go on.

Action 1: Ally with Lords
Action 2: Ally with Invaders
Action 3: Ally with Medics
Action 4: Ally with Brewers

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265154#msg1265154
« Reply #113 on: June 09, 2017, 12:23:27 pm »
Brewers Alliances

Action 2: Ally with Medics
Action 4: Ally with Cultists

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265155#msg1265155
« Reply #114 on: June 09, 2017, 12:24:56 pm »
I'll be absent til deadline, so I can't negotiate these, and can't promise anyone else will change actions.

Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265173#msg1265173
« Reply #115 on: June 09, 2017, 11:26:26 pm »


Round 9



Spoiler for Pipeworks at the end of Round 8:


The Medics filled up the Generator with Oil, and the Engineers activated the Hydroponics. There wasn't enough power to go around, at first, so the Ventilation shut down.

The Invaders got their hands on the Generator, and I'm quite sure that their goals are both friendly and mutually-beneficial to all of you.

Here's a tip to keep things interesting: I've given out a lot of recipes so far, which vary in their explicitness. If I've given you something to read that seems useless, read it again - chances are there's a recipe in there somewhere, even if it takes a little working out to get there!

Weather report: The water rushes through the pipes in the Hydroponics labs - it's raining!

Round 9 ends: Round 8 has ended.

Please PM any queries to myself and Naii_the_Baf.

Round 9 should be updated at the normal time, hence here's a technical 2-hour extension - enjoy as much as you can!

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265181#msg1265181
« Reply #116 on: June 10, 2017, 12:02:52 am »
Infections rose this round, but I don't think it's an immediate issue. We can leave the Ventilation off for a few rounds, and switch with Hydroponics later if we can't fuel both.

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265225#msg1265225
« Reply #117 on: June 11, 2017, 07:39:05 am »
Any E-mail-requests regarding the NPC-faction or do we just see what happens? apparently they are capable of using the generator and as I understood it that does give us energy, so letting them control the generator may not be the worst thing in the world.
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Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265276#msg1265276
« Reply #118 on: June 12, 2017, 12:53:56 am »


Round 10



Spoiler for Pipeworks at the end of Round 9:


SCRRRRCCCCCHHHHHH.

The sound of metal dragging on concrete echoes through the Pipeworks.

SCRRRRCCCCCHHHHHH.

It's the Festival of Pipes, and everyone is busy.

SCRRRRCCCCCHHHHHH.

The workers, normally consumed with mindless, menial tasks, spend their time a little more peacefully, preparing for the celebrations.

SCRRRRCCCCCHHHHHH.

Of course, most of the factions still need to power on forwards, to forge their expansion through the Pipeworks for god knows what reason.

SCRRRRCCCCCHHHHHH.

But not the Cultists. The Cultists have always been about the Festival - it's their time to shine, the one time of the year that they're revered, not feared.

SCRRRRCCCCCHHHHHH.

The awful screeching finally comes to a stop as the Generator stops its slow movement from N15 to R17. The Invaders who'd been dragging it take a breather to rest, but tomorrow, they'll be back at it, keeping it moving until it's theirs.

The wires connecting it to the rest of the infrastructure stretch amazingly far.

Weather report: Cold and stony.

Round 10 ends: Round 10 has ended.

Please PM any queries to myself and Naii_the_Baf.

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265317#msg1265317
« Reply #119 on: June 13, 2017, 01:25:46 am »
Are we going to let the Invaders take the generator wherever they want?

 

blarg: