Welcome to Strange New World
A Sci-fi-Fantasy-Space-Colonisation-RP-game
IC
Note: This Op is subject to editing
And now...
The game mechanics...
A Sci-fi-Fantasy-Space-Colonisation-RP-game
IC
Note: This Op is subject to editing
Earth, 2072
Over 10 billion humans are struggling to cope with climate change and energy shortages on a dying planet. Since the "Cold War" of 2067 - fought for control over the remaining Artic oil reserves, The global economy has crashed and production is shrinking by 5% per year on average. Much of the planet's forests and arable land has been destroyed by erosion and change in weather patterns. Unrest and instability is spreading like wildfire as nations struggle to keep order. Technology has only provided half-solutions: Hydroponic gardening and Nutrient paste synthesis provides efficient alternatives to food production, but they require Hi-tech equipment and large amounts of energy to operate. A Functional Fusion reactor prototype has been built, but the materials used in its construction are so rare and expensive that no other reactors have been assembled every since. Nano-medicines and cybernetic implants can greatly increase people's lifespan, but only for those few who can afford it.
Humanity's situation seemed impossible. Many feared that the collapse of modern civilization is around the corner... when out of nowhere a space-Time anomaly appeared in close proximity to the moon. The International lunar colony, which was the only off-world settlement humanity has ever established - with the goal of mining rare minerals from the depths of the moon - immediately dispatched a probe to study the anomaly. The probe disappeared from radar when approaching the anomaly, but it kept sending back radio signals. Millions of coffee mugs shattered into tiny pieces as The Probe's Video feed was broadcasted worldwide.
A Strange New World...
The Anomaly is surrounded by Small chunks of land and tiny planetoids, each with it's atmosphere, floating around in empty space, defying the laws of physics! There are also Large Nebulas of gas emitting colorful lights and in the distance, an even larger anomaly that engulfs the entire horizon. Soon, more probes with wast arrays of sensors and live animals arrive to study this new, mysterious universe, sent by the World's Superpowers. The animals survived the trip, and the system was successfully mapped:
http://i.imgur.com/3tsjS1k.jpg
In the center lies a large, disk-shaped landmass. On one side, Its covered by an almost breathable atmosphere,nutrient-rich soil and alien ecosystem. On the other side however, lies yet another space-time anomaly from where no probe has returned. The disk is surrounded by 3 small moons, each rotating at precisely the speed of 0.016213... RPM, so it takes roughly one hour for them to turn around. They seem to have their own gravity wells, ecosystems and atmospheres. There is also an enormous nebula, right above the habitable parts of the disk which prevents all space traffic from taking place above the disk's habitable surface.
Finally, There is a volatile chunk of volcanic landmass that has an toxic atmosphere but is rich in resources.
Over 10 billion humans are struggling to cope with climate change and energy shortages on a dying planet. Since the "Cold War" of 2067 - fought for control over the remaining Artic oil reserves, The global economy has crashed and production is shrinking by 5% per year on average. Much of the planet's forests and arable land has been destroyed by erosion and change in weather patterns. Unrest and instability is spreading like wildfire as nations struggle to keep order. Technology has only provided half-solutions: Hydroponic gardening and Nutrient paste synthesis provides efficient alternatives to food production, but they require Hi-tech equipment and large amounts of energy to operate. A Functional Fusion reactor prototype has been built, but the materials used in its construction are so rare and expensive that no other reactors have been assembled every since. Nano-medicines and cybernetic implants can greatly increase people's lifespan, but only for those few who can afford it.
Humanity's situation seemed impossible. Many feared that the collapse of modern civilization is around the corner... when out of nowhere a space-Time anomaly appeared in close proximity to the moon. The International lunar colony, which was the only off-world settlement humanity has ever established - with the goal of mining rare minerals from the depths of the moon - immediately dispatched a probe to study the anomaly. The probe disappeared from radar when approaching the anomaly, but it kept sending back radio signals. Millions of coffee mugs shattered into tiny pieces as The Probe's Video feed was broadcasted worldwide.
A Strange New World...
The Anomaly is surrounded by Small chunks of land and tiny planetoids, each with it's atmosphere, floating around in empty space, defying the laws of physics! There are also Large Nebulas of gas emitting colorful lights and in the distance, an even larger anomaly that engulfs the entire horizon. Soon, more probes with wast arrays of sensors and live animals arrive to study this new, mysterious universe, sent by the World's Superpowers. The animals survived the trip, and the system was successfully mapped:
http://i.imgur.com/3tsjS1k.jpg
In the center lies a large, disk-shaped landmass. On one side, Its covered by an almost breathable atmosphere,nutrient-rich soil and alien ecosystem. On the other side however, lies yet another space-time anomaly from where no probe has returned. The disk is surrounded by 3 small moons, each rotating at precisely the speed of 0.016213... RPM, so it takes roughly one hour for them to turn around. They seem to have their own gravity wells, ecosystems and atmospheres. There is also an enormous nebula, right above the habitable parts of the disk which prevents all space traffic from taking place above the disk's habitable surface.
Finally, There is a volatile chunk of volcanic landmass that has an toxic atmosphere but is rich in resources.
The planet's 5 Superpowers...
- The NAAFTA (North American Alliance and Free Trade Agreement) -
The world's leading military power, Lead by Powerful mega-Corporations who rule over Mexico, The US and Canada. Rampant with Crime, Corruption and Consumerism.
- The European Union -
The World Largest investor in the study of climatology, renewable energy and biotech research. Has the weakest but most stable economy of the 5 superpowers.
- The Russian Federation -
Masters of Rocketry and Nuclear Fission. The Russian elite controls most of the world's nuclear energy, and a large portion of Hydrocarbon extraction.
- The People's Republic of China -
The 2nd most populous country in the world. Its once mighty industry has been hit the worst by the energy crisis, but the modern, energy efficient agriculture manages to keep the economy afloat.
- Technocratic Japan -
Holds a Near-Monopoly over production of Robots, cybernetic implants and anime, despite losing one tenth of its population and infrastructure to devastating storms and sealevel rise during the last decade.
...have decided to fund the establishment of colonies on this strange new world to securea place where the heads of government and the 0.01% can be evacuated In the likely event of an armageddon a new home for humanity. Each Superpower has enough credit limit left to fund 1 expedition. They will grant A Space Shuttle, 1000 colonists and a "colony center" module, initially built for the abandoned mars colonization program to a trusted associate, who happens to be...
- The NAAFTA (North American Alliance and Free Trade Agreement) -
The world's leading military power, Lead by Powerful mega-Corporations who rule over Mexico, The US and Canada. Rampant with Crime, Corruption and Consumerism.
- The European Union -
The World Largest investor in the study of climatology, renewable energy and biotech research. Has the weakest but most stable economy of the 5 superpowers.
- The Russian Federation -
Masters of Rocketry and Nuclear Fission. The Russian elite controls most of the world's nuclear energy, and a large portion of Hydrocarbon extraction.
- The People's Republic of China -
The 2nd most populous country in the world. Its once mighty industry has been hit the worst by the energy crisis, but the modern, energy efficient agriculture manages to keep the economy afloat.
- Technocratic Japan -
Holds a Near-Monopoly over production of Robots, cybernetic implants and anime, despite losing one tenth of its population and infrastructure to devastating storms and sealevel rise during the last decade.
...have decided to fund the establishment of colonies on this strange new world to secure
Colony App - For Now, we have enough of these...
Meanwhile, In the Depths of the alien forests, strange powers awaken...
Native App: !TELEGRAM TO ME! !DON'T POST HERE!
There are also some on earth, plotting to enrich themselves...
Corporate App:
(Note: Corporations may start at turn 10 with a Freighter and 10 b C~)
Other note, 1 Nation = 1 APP !
- Code: Select all
Director Name:
Director Bio (short):
Colony Name:
Supporting superpower:
Meanwhile, In the Depths of the alien forests, strange powers awaken...
Native App: !TELEGRAM TO ME! !DON'T POST HERE!
- Code: Select all
Species name:
Species Bio (short):
Rest will be discussed in TG
There are also some on earth, plotting to enrich themselves...
Corporate App:
- Code: Select all
CEO Name:
Corporation Name:
CEO Bio (short):
Corp Bio (short!):
(Note: Corporations may start at turn 10 with a Freighter and 10 b C~)
Other note, 1 Nation = 1 APP !
And now...
The game mechanics...
TIME
The game is "split into turns". Each turn accounts for a week. Every turn you must issue orders to your units and colonies. You can also queue orders for future turns If you feel like it, but I don't recommend more than 5 turns worth of queued orders as there will be a lot of stuff happening.
SPACE
The game map is also "split into sectors". The Central disk has many sectors which you can conquer and exploit, but Spaceships can only land on the "coastal" sectors (the ones on the edge of the disk) Because everywhere else there is the harmful nebula above the atmosphere. The 3 moons surrounding the disk each has a Western, Eastern Northern and southern sector. The Volcanic landmass also has 4 sectors. There are no special rules here as this chunk of land isn't rotating and has no nebula above it.
Most Units can move to one sector to an neighboring sector in 1 week (using one action point). Exceptions are units who's description states otherwise.
note: all sectors on the volcanic landmass are neighbors.
Finally, there is space. Space Travel is pretty simple.
There are 2 sectors in space, The one on one side of the wormhole, and one on the other side. All Spaceships can move from one to another in one week (using their action point). It also takes one action point to land the spaceship in a land sector or trade port, unless there is something in their way. All Land sectors, the Wormhole the trade ports on earth, the moon and in the strange new world can be blockaded. In these cases, you must fight the blockading navy to get past (unless they let you through).
The game is "split into turns". Each turn accounts for a week. Every turn you must issue orders to your units and colonies. You can also queue orders for future turns If you feel like it, but I don't recommend more than 5 turns worth of queued orders as there will be a lot of stuff happening.
SPACE
The game map is also "split into sectors". The Central disk has many sectors which you can conquer and exploit, but Spaceships can only land on the "coastal" sectors (the ones on the edge of the disk) Because everywhere else there is the harmful nebula above the atmosphere. The 3 moons surrounding the disk each has a Western, Eastern Northern and southern sector. The Volcanic landmass also has 4 sectors. There are no special rules here as this chunk of land isn't rotating and has no nebula above it.
Most Units can move to one sector to an neighboring sector in 1 week (using one action point). Exceptions are units who's description states otherwise.
note: all sectors on the volcanic landmass are neighbors.
Finally, there is space. Space Travel is pretty simple.
There are 2 sectors in space, The one on one side of the wormhole, and one on the other side. All Spaceships can move from one to another in one week (using their action point). It also takes one action point to land the spaceship in a land sector or trade port, unless there is something in their way. All Land sectors, the Wormhole the trade ports on earth, the moon and in the strange new world can be blockaded. In these cases, you must fight the blockading navy to get past (unless they let you through).
For colonies:
The World's superpowers are broke. In order to expand and maintain your colony, you will need to buy new colony modules from earth (or produce them in your colony later on), and to do that, you need Moneyyyyy Creditsssss
CREDITS is the global cryptocurrency used in international trade. 1 unit of Credits in the game accounts for 1 billion Credits ( 1b C~ )
You can make credits by:
- Selling resources to earth (more options will be added as the game progresses)
- Selling condominiums to wealthy people.
- "Mining" credits with massive supercomputers (1RP>1bC~)
-
You can use credits to :
-Purchase New Colony Modules
-Purchase Resources (from earth)
-Train new Colonists (you can't just put anyone in a space shuttle)
-Purchase units
-Bribe Politicians
-Support Earth's economy
-Maintain armies (2 bC~/supply)
-Maintain spaceships (1bC~/AP used to land, takeoff or travel in space)
-
In the IC op, you will find a "Markets" Section. It will be shown here how
CREDITS is the global cryptocurrency used in international trade. 1 unit of Credits in the game accounts for 1 billion Credits ( 1b C~ )
You can make credits by:
- Selling resources to earth (more options will be added as the game progresses)
- Selling condominiums to wealthy people.
- "Mining" credits with massive supercomputers (1RP>1bC~)
-
You can use credits to :
-Purchase New Colony Modules
-Purchase Resources (from earth)
-Train new Colonists (you can't just put anyone in a space shuttle)
-Purchase units
-Bribe Politicians
-Support Earth's economy
-Maintain armies (2 bC~/supply)
-Maintain spaceships (1bC~/AP used to land, takeoff or travel in space)
-
In the IC op, you will find a "Markets" Section. It will be shown here how
Energy is Also important. Every colony runs on energy. Colonists use energy to produce food, operate mines, factories and Entertainment gadgets. You can get energy from power modules, from burning fuels or from fuel cells imported from earth. Excess energy can be stored and transported with the superconducting fuel cells and power cables with 99.92% efficiency. Energy is also counted in units. 1 unit of energy accounts for 10 Trillion Joules of energy.
Resources are also counted in units. One unit of resource has a mass of 1000 tonnes.
The probes have managed to scout a few asteroids floating around in the new universe. They have detected the following minerals drifting in chunks of land probably originating from the disk:
Raw Materials: (Goods are made from these)
Rare Metals - This universe seems to be teeming with minerals that are almost impossible to mine on Terra.
Common Metals - Mostly Iron. There are a lot of these on earth so its not worth much. This Mineral can be mined in EVERY SECTOR!
Gold - Favorite toy of speculators. Its price can quickly increase or decrease.
Fuels: (Can be turned into energy)
Hydrocarbons - The fancy name for Coal, Oil and Gas. Very useful for trashing the environment. Can be used to power Colony centers.
Uranium - A special kind of rare metal which is also almost extinct in Earth's litosphere. Its also is useful for making places uninhabitable.
Discworld "Crops" - Producable
Organic Substance - Producable anywhere and everywhere. Needed for cloning vats.
Soma - Very strong Hallucinogen harvestable in PURPLE areas. Can be consumed by your population. Upon consuming, there is a 99% chance of gaining 1 RP and 1% chance of something bad happening.
XenoFungus - Exceptional Raw material for medicine production. Can grow in RED sectors of the disc.
Carbon Strings - Extremely strong fiber growing on the trees of Green sectors. Can be used to replace 1 alloy in any construction project, except for railroads. Can also be used as Hydrocarbon.
Spice - Tastes great. Found in BROWN sectors of the disc and the NON-VOLCANIC areas of the red moon. Use it to operate restaurants!
Aetherium (Ae) - A Complex element that defies gravity. Can be used to create ships that run without fuel.
Heisenbergium (Hi) - Has a 26.371... % chance to vanish from existence every week, unless stored in a quantum-stable storage. No uses discovered yet.
Teslanum (Ts) - This Complex element seems to defy the laws of magnetics.
Astatine (At) - The Isotopes of material could probably be used for nuclear fission.
Goods:
Fuel Cells - Each unit of these can add 10 energy to a colony center. Can only be purchased on earth.
Empty Fuel Cells can also be recharged in colony centers or sold back to earth (or to other colonies).
Electronic Trinkets - Useful for raising morale. Can also be sold to natives to increase their knowledge level by one (useless above level 2!)
Alloys - Made From Common Metals and Hydrocarbons. Used to build structures. Is cheap on earth.
Armaments - Made From Alloys and Hydrocarbons. Used to equip troops.
The probes have managed to scout a few asteroids floating around in the new universe. They have detected the following minerals drifting in chunks of land probably originating from the disk:
Raw Materials: (Goods are made from these)
Rare Metals - This universe seems to be teeming with minerals that are almost impossible to mine on Terra.
Common Metals - Mostly Iron. There are a lot of these on earth so its not worth much. This Mineral can be mined in EVERY SECTOR!
Gold - Favorite toy of speculators. Its price can quickly increase or decrease.
Fuels: (Can be turned into energy)
Hydrocarbons - The fancy name for Coal, Oil and Gas. Very useful for trashing the environment. Can be used to power Colony centers.
Uranium - A special kind of rare metal which is also almost extinct in Earth's litosphere. Its also is useful for making places uninhabitable.
Discworld "Crops" - Producable
Organic Substance - Producable anywhere and everywhere. Needed for cloning vats.
Soma - Very strong Hallucinogen harvestable in PURPLE areas. Can be consumed by your population. Upon consuming, there is a 99% chance of gaining 1 RP and 1% chance of something bad happening.
XenoFungus - Exceptional Raw material for medicine production. Can grow in RED sectors of the disc.
Carbon Strings - Extremely strong fiber growing on the trees of Green sectors. Can be used to replace 1 alloy in any construction project, except for railroads. Can also be used as Hydrocarbon.
Spice - Tastes great. Found in BROWN sectors of the disc and the NON-VOLCANIC areas of the red moon. Use it to operate restaurants!
Aetherium (Ae) - A Complex element that defies gravity. Can be used to create ships that run without fuel.
Heisenbergium (Hi) - Has a 26.371... % chance to vanish from existence every week, unless stored in a quantum-stable storage. No uses discovered yet.
Teslanum (Ts) - This Complex element seems to defy the laws of magnetics.
Astatine (At) - The Isotopes of material could probably be used for nuclear fission.
Goods:
Fuel Cells - Each unit of these can add 10 energy to a colony center. Can only be purchased on earth.
Empty Fuel Cells can also be recharged in colony centers or sold back to earth (or to other colonies).
Electronic Trinkets - Useful for raising morale. Can also be sold to natives to increase their knowledge level by one (useless above level 2!)
Alloys - Made From Common Metals and Hydrocarbons. Used to build structures. Is cheap on earth.
Armaments - Made From Alloys and Hydrocarbons. Used to equip troops.
Colonies consist of modules and structures. Modules can be moved from one sector to another with 10 energy (except for when transported in ships). Structures stay where they were built. Initially, only the colony center is available for purchase from earth, but more modules will be developed later on! The Prices of Modules will always be displayed in the Market Screen. Up to 20 Modules or structures may be present in a sector at the same time. Exceptions are sectors with megastructures.
Modules:
Colony Center - Feeds and Houses 1000 colonists. Almost completely self-sufficient, but thanks to some miscalculations, it now Requires 1 energy per turn to operate. If energy runs out, Rationing will make colonists very unhappy. Colony Centers can store 10 energy on its own (its fully charged at the beginning!) and store 10 resources on its own. Its also capable of burning 1 hydrocarbon for 1 energy.
Mining Module - Up to 200 colonists can work in these to extract minerals from the ground. It requires 1 energy and 100 colonists to extract 1 unit of minerals. Any round number of people can work here from 100 to 200, as long as there is enough energy to power the machinery. Can be deployed anywhere, but mining is dangerous, especially in volcanic areas.
Geothermal module - Can be deployed in volcanic areas. Provides 2-5 energy per turn (depending on volcanic activity). Needs to be maintained by 100 colonists. Has a tiny chance of exploding every turn due to seismic activity
Solar Module - produces 1-2 energy per turn and is automated. Works everywhere. (2 energy on the discworld and W, E Sectors of moons.)
Warehouse - Stores a whooping 100 resources and goods. Needs no energy to operate.
Laboratory - While consuming 2 energy and the brainpower of 200 colonist, 1 RP is produced here.
Emergency Center - Comes with a sickbay, A Fire Engine and an Armory. Help combat the elements and the Biosphere. Has its own power generator and needs no maintaining. (+1 Strength to colony defense, less casualties during disasters)
Habitation Module - Houses and feeds 200 Colonists - Uses 1 energy per turn while doing so.
Barracks Module - Provides 2 army supplies - Uses 1 energy.
Factory Module - uses 2 energy and 100 colonists to produce goods (except for alloys)
-----------------------------------------------------------------------------------
Structures
To build these, you will need workers and resources.
When constructing, Workers turn their Action Points (AP) into Build points (BP). Once Enough BP has been contributed to a project by workers, its completed!
Resources to build structures can be drawn from any neighboring colony if they are not present at the construction site.
---------------------------INFRASTRUCTURE-----------------------------
RailRoads - 1 Alloy, 2 BP - Allows colonies to exchange workers and resources between each other for 1 energy/resource or 100 colonists moved. Also allows free exchange of energy (Colonies connected by railroads have a common energy pool!).
Space port - 3 Alloy, 4 BP - Can only be Built in colonies where spaceships can land ( W and E sectors on moons, edge sectors on the disk and anywhere on the volcanic landmass. ) The labor of 100 colonists and the power of 1 energy can be used to instantly load and unload cargo onto/from shuttles, thus allowing spaceships to leave the sector packed with goods right after the turn it arrived (the Spaceport must be active during both turns). Without a space port, the shuttle would have to spend 1 week in the colony while the colonists are hauling cargo. Can service up to 3 spaceships at a time. Also Makes shuttle landings 99.99% safe.
Outpost - 2 Alloy, 1 Fuel Cell, 2BP - Used to capture Sectors. Has weak defenses and can store 5 goods.
Megastructure - 10 Alloy, 2 Teslanum or 2 Aetherium, 12 BP - Adds 20 buildspace to the sector. Must have Discworld Engineering.
-------------------RESOURCE EXTRACTING--------------------------
Farms - 2 Alloy and 3 BP - Grows 3 plants using 500 colonists or 5 plants and 1 pollution using 100 colonists and 1 Hydrocarbons. Cannot be built in dry/Volcanic areas
Greenhouse - 2 Alloy 3 BP - Also Grows plants of Various kinds. Consumes 1 energy and employs 100 Colonists in the process of growing 1 plant. Can be built anywhere
Mine - 1 Alloy 1 BP - Cheaper but less efficient than the mining module: 400 colonists can work in these to extract minerals that are close to the surface. It muscle-power of 400 miners and 2 energy can extract 2 units of stuff from the depths. Can operate at half capacity. Remember, mining may be dangerous, especially in volcanic areas but you can always get more colonists from earth.
Borehole - 1 Superdrill, 2 Alloys, 2BP - Extracts minerals from the depths. Works just like the mine in every other sense.
-----------------RESOURCE PROCESSING---------------
Carbon purifier - 2 alloy and 2 BP - 1 Energy and 200 workers can be put to work here to chop down forests and compress them into 1 Hydrocarbon each turn. The chemical process also generates 2 pollution (only works in forested areas)
Conventional Foundry - 4 Alloy or 8 common metal and 4 BP - Produces 3 Alloy, 2 pollution from 2 Common Metal and 2 Hydrocarbon. Employs 2 energy and 200 Colonists in the process. Can run on 50% capacity.
Magnetic foundry - 5 Alloy, 1 rare metal and 6 BP - Produces 3 Alloy, from 2 Common Metal and 1 Hydrocarbon. Employs 6 energy and 200 Colonists in the process. Can run on 50% capacity.
Lava Refinery - 4 Alloy and 4 BP - Produces 3 Alloy and 2 pollution from a Lava Source and 1 Hydrocarbon. Uses 2 energy and 200 Colonists in the process. Can run on 50% capacity (1A, 1P, 1HC, 1E and 100 workers), Isn't failsafe...
Factory - 3 alloy and 3 BP - uses 2 energy and 100 colonists to produce goods (except for alloys)
Factory - 6 Common or Rare Metals and 2 hydrocarbon and 6 BP - uses 2 energy and 100 colonists to produce goods (except for alloys)
-------------------POWER PLANTS-----------------------
Ignition Plant - 4 Alloy and 2 BP - Produces 12 energy and 1 pollution from 1 Hydrocarbons. Employs 100 colonists.
Wind Trap - 4 common metals and 4 BP - Produces 1 energy, Automated.
WindFarm - 3 Alloy, 2 BP - Produces 2 Energy. Automated.
Reactor - 3 Alloy, 3 Rare Metal or 1 Teslanum, 1 Astatine, 1 Uranium - 6 BP - Generates 25 energy per turn...Forever For an entire year. Than has to be refilled with reactor Fuel (1 Astatine, 1 Uranium). Must Have Discworld fission researched. Employs 100 Colonists
----------------------CIVILIAN---------------------------
Housing Complex - 3 alloy, 1 hydrocarbon, 4 BP - Uses 3 energy to feed and house 500 colonists. Slightly Less efficient and comfortable than the habitation module but is cheaper (overally) and takes up less space to house one colonist.
Sleeping Block - 4 Alloy, 2 Hydrocarbon, 6 BP - Uses 6 energy to feed and house 1500 colonists. Very Cramped. (-1SP/Turn!)
Housing Tower - 6 Alloy or 2 Alloy and 1 aetherium + 3 Hydrocarbon + 8 BP - Uses 6 energy to feed and decently house 1000 colonists. May collapse during earthquakes.
Phalanster - 6 Alloy, 3 Hydrocarbon and 9 BP - Comfortably houses 600 colonists in a nice environment. Uses 4 energy per turn. (+1 SP/turn!)
Luxury condominium - 3 Alloys, 1 Rare Metal, 1 Hydrocarbon, 5 BP - Can be sold to Wealthy colonists - they will not do any work for the colony. Each Condominium consumes 3 energy for which its residents pay 3 bC~ once the Condominium is sold. Must have a space port or a railroad leading to a space port in the sector to sell. The trading price of condominiums may vary over time and space.
Research Facility - 6 Alloy, 2 Rare Metal, 2 Hydrocarbon, 8BP - Same as laboratory, but is more efficient with manpower and has the capacity to employ 600 workers. (need 100 worker less for 1 RP (600+12E=6RP or 400+8E=4RP or 100+2E=1RP). Any round number of workers can work here from 100 to 600.
Cloning Vats - 3 Alloy, 1 Rare Metal, 1 Hydrocarbon, 5 BP - Must have biology researched to build this. Uses 5 energy and 1 organic material per turn to operate. If supplied with energy and organic material for 10 turns straights, will produce and train 500 colonists. Can be released after turn 5 early, but this risks the clones going insane.
Entertainment Complex - 2 Alloy, 1 Hydrocarbon, 1 Electronic Trinkets, 4 BP - Consumes 2 energy per turn. Entertains the colonists... Produces 2 SP.
Max 1 Per 1000 colonists in a sector
Healthcare facility - 1 Alloy, 1 Rare Metal, 1 Hydrocarbon, 1 Electronic Trinkets, 2 BP - Safeguards Colony against disease and Produces 1 SP. Uses 2 energy per turn. Max 1 per 1000 colonists in a sector.
Gardens - 1 Alloy, 1 Hydrocarbon, 2BP - Here your colonists can enjoy the terran biosphere. Uses 1 energy per turn and produces 1 SP. Max 1 Per Sector. Max 1 per 1000 colonists in a sector. (-1 Pollution/turn)
----------------MILITARY/DEFENSE-----------------
Perimeter Defense - 1 Alloy or 5 Common metal + 2 BP - Improves the colonies Strength by 1. (max 1 per colony)
Army Base - 7 alloys, 2 Hydrocarbons, 5BP - Produces supplies for 5 units and increases a sector's defensive strength by 2. Requires 2 energy to operate.
Modules:
Colony Center - Feeds and Houses 1000 colonists. Almost completely self-sufficient, but thanks to some miscalculations, it now Requires 1 energy per turn to operate. If energy runs out, Rationing will make colonists very unhappy. Colony Centers can store 10 energy on its own (its fully charged at the beginning!) and store 10 resources on its own. Its also capable of burning 1 hydrocarbon for 1 energy.
Mining Module - Up to 200 colonists can work in these to extract minerals from the ground. It requires 1 energy and 100 colonists to extract 1 unit of minerals. Any round number of people can work here from 100 to 200, as long as there is enough energy to power the machinery. Can be deployed anywhere, but mining is dangerous, especially in volcanic areas.
Geothermal module - Can be deployed in volcanic areas. Provides 2-5 energy per turn (depending on volcanic activity). Needs to be maintained by 100 colonists. Has a tiny chance of exploding every turn due to seismic activity
Solar Module - produces 1-2 energy per turn and is automated. Works everywhere. (2 energy on the discworld and W, E Sectors of moons.)
Warehouse - Stores a whooping 100 resources and goods. Needs no energy to operate.
Laboratory - While consuming 2 energy and the brainpower of 200 colonist, 1 RP is produced here.
Emergency Center - Comes with a sickbay, A Fire Engine and an Armory. Help combat the elements and the Biosphere. Has its own power generator and needs no maintaining. (+1 Strength to colony defense, less casualties during disasters)
Habitation Module - Houses and feeds 200 Colonists - Uses 1 energy per turn while doing so.
Barracks Module - Provides 2 army supplies - Uses 1 energy.
Factory Module - uses 2 energy and 100 colonists to produce goods (except for alloys)
-----------------------------------------------------------------------------------
Structures
To build these, you will need workers and resources.
When constructing, Workers turn their Action Points (AP) into Build points (BP). Once Enough BP has been contributed to a project by workers, its completed!
Resources to build structures can be drawn from any neighboring colony if they are not present at the construction site.
---------------------------INFRASTRUCTURE-----------------------------
RailRoads - 1 Alloy, 2 BP - Allows colonies to exchange workers and resources between each other for 1 energy/resource or 100 colonists moved. Also allows free exchange of energy (Colonies connected by railroads have a common energy pool!).
Space port - 3 Alloy, 4 BP - Can only be Built in colonies where spaceships can land ( W and E sectors on moons, edge sectors on the disk and anywhere on the volcanic landmass. ) The labor of 100 colonists and the power of 1 energy can be used to instantly load and unload cargo onto/from shuttles, thus allowing spaceships to leave the sector packed with goods right after the turn it arrived (the Spaceport must be active during both turns). Without a space port, the shuttle would have to spend 1 week in the colony while the colonists are hauling cargo. Can service up to 3 spaceships at a time. Also Makes shuttle landings 99.99% safe.
Outpost - 2 Alloy, 1 Fuel Cell, 2BP - Used to capture Sectors. Has weak defenses and can store 5 goods.
Megastructure - 10 Alloy, 2 Teslanum or 2 Aetherium, 12 BP - Adds 20 buildspace to the sector. Must have Discworld Engineering.
-------------------RESOURCE EXTRACTING--------------------------
Farms - 2 Alloy and 3 BP - Grows 3 plants using 500 colonists or 5 plants and 1 pollution using 100 colonists and 1 Hydrocarbons. Cannot be built in dry/Volcanic areas
Greenhouse - 2 Alloy 3 BP - Also Grows plants of Various kinds. Consumes 1 energy and employs 100 Colonists in the process of growing 1 plant. Can be built anywhere
Mine - 1 Alloy 1 BP - Cheaper but less efficient than the mining module: 400 colonists can work in these to extract minerals that are close to the surface. It muscle-power of 400 miners and 2 energy can extract 2 units of stuff from the depths. Can operate at half capacity. Remember, mining may be dangerous, especially in volcanic areas but you can always get more colonists from earth.
Borehole - 1 Superdrill, 2 Alloys, 2BP - Extracts minerals from the depths. Works just like the mine in every other sense.
-----------------RESOURCE PROCESSING---------------
Carbon purifier - 2 alloy and 2 BP - 1 Energy and 200 workers can be put to work here to chop down forests and compress them into 1 Hydrocarbon each turn. The chemical process also generates 2 pollution (only works in forested areas)
Conventional Foundry - 4 Alloy or 8 common metal and 4 BP - Produces 3 Alloy, 2 pollution from 2 Common Metal and 2 Hydrocarbon. Employs 2 energy and 200 Colonists in the process. Can run on 50% capacity.
Magnetic foundry - 5 Alloy, 1 rare metal and 6 BP - Produces 3 Alloy, from 2 Common Metal and 1 Hydrocarbon. Employs 6 energy and 200 Colonists in the process. Can run on 50% capacity.
Lava Refinery - 4 Alloy and 4 BP - Produces 3 Alloy and 2 pollution from a Lava Source and 1 Hydrocarbon. Uses 2 energy and 200 Colonists in the process. Can run on 50% capacity (1A, 1P, 1HC, 1E and 100 workers), Isn't failsafe...
Factory - 3 alloy and 3 BP - uses 2 energy and 100 colonists to produce goods (except for alloys)
Factory - 6 Common or Rare Metals and 2 hydrocarbon and 6 BP - uses 2 energy and 100 colonists to produce goods (except for alloys)
-------------------POWER PLANTS-----------------------
Ignition Plant - 4 Alloy and 2 BP - Produces 12 energy and 1 pollution from 1 Hydrocarbons. Employs 100 colonists.
Wind Trap - 4 common metals and 4 BP - Produces 1 energy, Automated.
WindFarm - 3 Alloy, 2 BP - Produces 2 Energy. Automated.
Reactor - 3 Alloy, 3 Rare Metal or 1 Teslanum, 1 Astatine, 1 Uranium - 6 BP - Generates 25 energy per turn...
----------------------CIVILIAN---------------------------
Housing Complex - 3 alloy, 1 hydrocarbon, 4 BP - Uses 3 energy to feed and house 500 colonists. Slightly Less efficient and comfortable than the habitation module but is cheaper (overally) and takes up less space to house one colonist.
Sleeping Block - 4 Alloy, 2 Hydrocarbon, 6 BP - Uses 6 energy to feed and house 1500 colonists. Very Cramped. (-1SP/Turn!)
Housing Tower - 6 Alloy or 2 Alloy and 1 aetherium + 3 Hydrocarbon + 8 BP - Uses 6 energy to feed and decently house 1000 colonists. May collapse during earthquakes.
Phalanster - 6 Alloy, 3 Hydrocarbon and 9 BP - Comfortably houses 600 colonists in a nice environment. Uses 4 energy per turn. (+1 SP/turn!)
Luxury condominium - 3 Alloys, 1 Rare Metal, 1 Hydrocarbon, 5 BP - Can be sold to Wealthy colonists - they will not do any work for the colony. Each Condominium consumes 3 energy for which its residents pay 3 bC~ once the Condominium is sold. Must have a space port or a railroad leading to a space port in the sector to sell. The trading price of condominiums may vary over time and space.
Research Facility - 6 Alloy, 2 Rare Metal, 2 Hydrocarbon, 8BP - Same as laboratory, but is more efficient with manpower and has the capacity to employ 600 workers. (need 100 worker less for 1 RP (600+12E=6RP or 400+8E=4RP or 100+2E=1RP). Any round number of workers can work here from 100 to 600.
Cloning Vats - 3 Alloy, 1 Rare Metal, 1 Hydrocarbon, 5 BP - Must have biology researched to build this. Uses 5 energy and 1 organic material per turn to operate. If supplied with energy and organic material for 10 turns straights, will produce and train 500 colonists. Can be released after turn 5 early, but this risks the clones going insane.
Entertainment Complex - 2 Alloy, 1 Hydrocarbon, 1 Electronic Trinkets, 4 BP - Consumes 2 energy per turn. Entertains the colonists... Produces 2 SP.
Max 1 Per 1000 colonists in a sector
Healthcare facility - 1 Alloy, 1 Rare Metal, 1 Hydrocarbon, 1 Electronic Trinkets, 2 BP - Safeguards Colony against disease and Produces 1 SP. Uses 2 energy per turn. Max 1 per 1000 colonists in a sector.
Gardens - 1 Alloy, 1 Hydrocarbon, 2BP - Here your colonists can enjoy the terran biosphere. Uses 1 energy per turn and produces 1 SP. Max 1 Per Sector. Max 1 per 1000 colonists in a sector. (-1 Pollution/turn)
----------------MILITARY/DEFENSE-----------------
Perimeter Defense - 1 Alloy or 5 Common metal + 2 BP - Improves the colonies Strength by 1. (max 1 per colony)
Army Base - 7 alloys, 2 Hydrocarbons, 5BP - Produces supplies for 5 units and increases a sector's defensive strength by 2. Requires 2 energy to operate.
Shipyard - 5 Alloys, 5 BP - You can build 1 ship per turn here. Employs 500 colonists and 5 energy while building a ship (along the resource costs of the ship produced)
War Factory - 4 Alloys, 4 BP - Used to build the toys of war
There are 2 types of units: Land and Space units.
Every unit has "Morale", which depletes over time when units are away from colonies - unless stated otherwise. To replenish them, They must return to a friendly colony.
The land units are:
Scouts - 10 morale, 1 action points, 0 strength- Can explore on their own until their morale depletes. Then, they commit suicide, or starve to death. Whichever they prefer. Can freely replenish morale In friendly colonies and carry 1 unit of cargo.
Mechanized scouts - 10 morale 2 Action points 0 S - Same as scouts but move twice as fast and Can carry 2 units of resources.
Workers - No stats - 500 colonists can become temporary worker units. They will work with their bare hands and tiny tools to extract 1 unit of resource from the Sector where they live per turn. They can also produce 1 BP (build points) for a construction project in the territory where they live. Beware! Accidents may happen.
Untrained scouts - 6 morale, 1 action, 0 S - 100 colonists can become temporary scout units. They can move to other sectors to more about its riches and dangers.
Formers - -M 2AP 0S - These are "Permanent", automated worker units. They can build structures anywhere. Their morale depletes only when they spend action points, (one unit of morale per task). When constructing things, They can spend 1 action to produce 1 build points for the building.
------------------------------MILITARY-UNITS--------------------------
LAND
Conventional Infantry - 12 Morale, 1AP, 1 strength. can be assembled from 1 arnament and 100 Colonists. Needs 1 supply capacity to operate.
Unconventional Infantry - 12 Morale, 1AP, 3 strength. Utilizes discworld Science to improve its combat capabilities. 1 Discworld armaments and 100 Colonists. Also Uses 1 Supply per turn.
Mechanized Division - 18 Morale, 2 AP, 4 strength. Robust war-machines That can easily outflank slow infantry units. Only purchasable from earth for now. Uses 2 supply capacity.
AIR
VTOL Squad - 20 Morale, 4 AP, 2 Strength. Powered by tiny jet engines, these units can transport 2 Infantry units or 1 Mechanized Divisions Over 4 sectors each turn (they need to spend 1 AP picking up/landing units). Can also Enter space sectors, but doing so consumes 4 AP
The Space ships are:
-The Shuttle. Humanity wasted over 1 trillion dollars in the 2050's creating these monstrous, Fuel Guzzling Spaceships to transport Cargo between Moon and earth. Since the energy Crisis started, They were left unused, rusting away in their oversized hangars. Initially, Your home superpower will cover the expenses involved in fueling your shuttle. Shuttles can transport 3000 tonnes worth of cargo (that's 3 units of cargo, 3 modules or 3000 people), although it is possible to cramp a 4th unit of cargo into the shuttle. This will however make the shuttle more difficult to control... A Shuttle can spend 1 action point per turn on the following actions:
Space Travel - Moves from one space sector to another.
Land/takeoff - Moves from a space sector to a land sector or vice versa. There is a 5% chance of Crash-Landing, which renders the shuttle useless until its repaired.(4BP)
It costs 1 billion Credits per turn to maintain these units while they engage in space travel. (no need to pay for loading/unloading cargo)
Exchange Cargo - Spend the week unloading and loading cargo. Only necessary if there is no space port.
-Freighter - Just like the shuttle, but can safely transport 10 units of cargo while it costs twice as much to maintain as the shuttle.
All units can gather special skills during their existence. More about this later.
Every unit has "Morale", which depletes over time when units are away from colonies - unless stated otherwise. To replenish them, They must return to a friendly colony.
The land units are:
Scouts - 10 morale, 1 action points, 0 strength- Can explore on their own until their morale depletes. Then, they commit suicide, or starve to death. Whichever they prefer. Can freely replenish morale In friendly colonies and carry 1 unit of cargo.
Mechanized scouts - 10 morale 2 Action points 0 S - Same as scouts but move twice as fast and Can carry 2 units of resources.
Workers - No stats - 500 colonists can become temporary worker units. They will work with their bare hands and tiny tools to extract 1 unit of resource from the Sector where they live per turn. They can also produce 1 BP (build points) for a construction project in the territory where they live. Beware! Accidents may happen.
Untrained scouts - 6 morale, 1 action, 0 S - 100 colonists can become temporary scout units. They can move to other sectors to more about its riches and dangers.
Formers - -M 2AP 0S - These are "Permanent", automated worker units. They can build structures anywhere. Their morale depletes only when they spend action points, (one unit of morale per task). When constructing things, They can spend 1 action to produce 1 build points for the building.
------------------------------MILITARY-UNITS--------------------------
LAND
Conventional Infantry - 12 Morale, 1AP, 1 strength. can be assembled from 1 arnament and 100 Colonists. Needs 1 supply capacity to operate.
Unconventional Infantry - 12 Morale, 1AP, 3 strength. Utilizes discworld Science to improve its combat capabilities. 1 Discworld armaments and 100 Colonists. Also Uses 1 Supply per turn.
Mechanized Division - 18 Morale, 2 AP, 4 strength. Robust war-machines That can easily outflank slow infantry units. Only purchasable from earth for now. Uses 2 supply capacity.
AIR
VTOL Squad - 20 Morale, 4 AP, 2 Strength. Powered by tiny jet engines, these units can transport 2 Infantry units or 1 Mechanized Divisions Over 4 sectors each turn (they need to spend 1 AP picking up/landing units). Can also Enter space sectors, but doing so consumes 4 AP
The Space ships are:
-The Shuttle. Humanity wasted over 1 trillion dollars in the 2050's creating these monstrous, Fuel Guzzling Spaceships to transport Cargo between Moon and earth. Since the energy Crisis started, They were left unused, rusting away in their oversized hangars. Initially, Your home superpower will cover the expenses involved in fueling your shuttle. Shuttles can transport 3000 tonnes worth of cargo (that's 3 units of cargo, 3 modules or 3000 people), although it is possible to cramp a 4th unit of cargo into the shuttle. This will however make the shuttle more difficult to control... A Shuttle can spend 1 action point per turn on the following actions:
Space Travel - Moves from one space sector to another.
Land/takeoff - Moves from a space sector to a land sector or vice versa. There is a 5% chance of Crash-Landing, which renders the shuttle useless until its repaired.(4BP)
It costs 1 billion Credits per turn to maintain these units while they engage in space travel. (no need to pay for loading/unloading cargo)
Exchange Cargo - Spend the week unloading and loading cargo. Only necessary if there is no space port.
-Freighter - Just like the shuttle, but can safely transport 10 units of cargo while it costs twice as much to maintain as the shuttle.
All units can gather special skills during their existence. More about this later.
For Both Natives and colonists:
WORK
IN
PROGRESS!
1 factory in one turn can take part in 1 production cycle. 1 fabricate card also allows for one production cycle. Beware, you also need to provide labor and energy to the factories along with the resources listed here! The end results of production are always goods in factories and always units for shipyards and war factories.
PRODUCTION CYCLES - For Factories!
Armaments - 1 Alloy + 1 Hydrocarbon = 1 Armament
Electronic Trinkets - 1 Rare Metal + 1 Common Metal = 2 electronic trinkets
Electronic Trinkets - 1 Gold + 1 Common Metal = 2 electronic trinkets
Electronic Trinkets - 1 Hydrocarbon + 1 Common Metal = 2 Electronic Trinkets
SuperDrill - 1 Alloy + 1 Rare Metal + 1 Hydrocarbon = 1 SuperDrill
Fuel Cell - 1 Rare Metal + 1 Hydrocarbon = 1 Fuel Cell
Machine Parts - 1 Alloy = 1 Machine Parts
Alloy (for natives only) - 1 Common Metal + 1 Hydrocarbon = 1 Alloy
PRODUCTION CYCLES - For WAR FACTORIES!
Mechanized Division - 2 Armaments + 2 alloys + 1 Machine parts = 1 Mechanized Division
VTOLs - 1 Armaments + 1 alloys + 1 Machine parts = 1 VTOL
PRODUCTION CYCLES - For Shipyards!
Shuttle = 5 Alloy + 1 Fuel Cell + 1 Machine Parts
Freighter = 10 Alloy + 2 Fuel Cell + 2 Machine parts
Conventional Warship = 5 Alloy + 2 Fuel Cell + 2 Machine parts + 1 Armaments
IN
PROGRESS!
1 factory in one turn can take part in 1 production cycle. 1 fabricate card also allows for one production cycle. Beware, you also need to provide labor and energy to the factories along with the resources listed here! The end results of production are always goods in factories and always units for shipyards and war factories.
PRODUCTION CYCLES - For Factories!
Armaments - 1 Alloy + 1 Hydrocarbon = 1 Armament
Electronic Trinkets - 1 Rare Metal + 1 Common Metal = 2 electronic trinkets
Electronic Trinkets - 1 Gold + 1 Common Metal = 2 electronic trinkets
Electronic Trinkets - 1 Hydrocarbon + 1 Common Metal = 2 Electronic Trinkets
SuperDrill - 1 Alloy + 1 Rare Metal + 1 Hydrocarbon = 1 SuperDrill
Fuel Cell - 1 Rare Metal + 1 Hydrocarbon = 1 Fuel Cell
Machine Parts - 1 Alloy = 1 Machine Parts
Alloy (for natives only) - 1 Common Metal + 1 Hydrocarbon = 1 Alloy
PRODUCTION CYCLES - For WAR FACTORIES!
Mechanized Division - 2 Armaments + 2 alloys + 1 Machine parts = 1 Mechanized Division
VTOLs - 1 Armaments + 1 alloys + 1 Machine parts = 1 VTOL
PRODUCTION CYCLES - For Shipyards!
Shuttle = 5 Alloy + 1 Fuel Cell + 1 Machine Parts
Freighter = 10 Alloy + 2 Fuel Cell + 2 Machine parts
Conventional Warship = 5 Alloy + 2 Fuel Cell + 2 Machine parts + 1 Armaments
Whenever units of opposing sides end up in the same sector at the end of one turn, combat begins! How it works?
Simple!
Actually, no, its not simple at all, not for me, anyway, but for you, all you have to know is that the more strength your troops have, the better! While every turn while your units are in combat, you can give them special orders:
RETREAT - Retreats your unit to a nearby sector (must specify which) by the end of the turn, That is, If your unit is still alive by then.
FIGHT - Default order. Your units will use traditional tactics to fight their opponents.
Only these orders can be issued until you have an army HQ.
After that, LAND units may recieve the following orders:
STORM - Try to defeat the enemy as fast as possible. Risks extra losses, but also makes sure the enemy can't retreat!)
FORTIFY - Dig Trenches to and build fortifications from where your troops can safely bomb the enemy. Reduces losses but also makes combat slower.
FLANK - Attempts to flank the enemy. More about this later.
Simple!
Actually, no, its not simple at all, not for me, anyway, but for you, all you have to know is that the more strength your troops have, the better! While every turn while your units are in combat, you can give them special orders:
RETREAT - Retreats your unit to a nearby sector (must specify which) by the end of the turn, That is, If your unit is still alive by then.
FIGHT - Default order. Your units will use traditional tactics to fight their opponents.
Only these orders can be issued until you have an army HQ.
After that, LAND units may recieve the following orders:
STORM - Try to defeat the enemy as fast as possible. Risks extra losses, but also makes sure the enemy can't retreat!)
FORTIFY - Dig Trenches to and build fortifications from where your troops can safely bomb the enemy. Reduces losses but also makes combat slower.
FLANK - Attempts to flank the enemy. More about this later.
Bad stuff can happen to your colonists. Here is a list of examples:
A Misplaced Crate may Crush your Dockworkers, The Biosphere could Chew on your explorers, Earthquakes may swallow your miners and Radiation, Toxic air and microbes can Poison or infect your colonists even if they were just chilling around in their tiny homes. Sometimes there are warning signs... Sometimes there is none. Also, Some sectors (like Barren Deserts) are safer to settle than others (like right New Pompeii)
A Misplaced Crate may Crush your Dockworkers, The Biosphere could Chew on your explorers, Earthquakes may swallow your miners and Radiation, Toxic air and microbes can Poison or infect your colonists even if they were just chilling around in their tiny homes. Sometimes there are warning signs... Sometimes there is none. Also, Some sectors (like Barren Deserts) are safer to settle than others (like right New Pompeii)
There are 2 types of technologies:
Alien and Human.
Aliens can research alien technologies after they reach knowledge level one. They cannot research human technologies nor can they understand them. This may change after they reach knowledge level 5.
Humans can research both alien and human technologies in laboratories. Research works just like construction. RPs (research points) produced in laboratories will contribute towards the research project. Once enough RPs are accumulated, the technology is researched! Some Special technologies can be purchased from Terra.
The Tech Tree.
Alien - This new world holds many mysteries...
......LEVEL 1..............................LEVEL 2........................................LEVEL 3.................
DiscWorld Ecology------------->DiscWorld Biology----------------------------->Discworld Medicine
DiscWorld Geology------------>Discworld Fission------------------------------>Discworld Fusion
DiscWorld Physics--------------VV-^^^----->Discworld Engineering--------->Discworld Magnetics
----------------------------------Discworld Astronomy..............................???
Human - This New world poses many challenges...
Ion Drives------------------------?
Radiation Shielding-----------?
Fail-Safe Systems-------------?
What all this stuff costs and does:
Lvl 1 tech:
DiscWorld Ecology - 5 RPs - Studies the Biosphere
DiscWorld Geology - 5 RPs - Finds out more about what's underground.
DiscWorld Physics - 5RPs - Takes a closer look at how this Universe works.
Ion Drives - 8 RPs - Develops more efficient engines for space travel.
Radiation Shielding - 6 RPs - Makes it easier to handle radioactive materials and establish colonies over Uranium deposites...
Fail-Safe Systems - 4 RPs - Reduces the frequency of catastrophic malfunctions.
Level 2 tech:
Discworld Biology - 15 RPs - Unlocks Cloning Vats and "living structures" for humans, and the safe use of ??? for both humans and natives.
Discworld Fission - 17 RPs - Designs Reactors and... maybe nuclear weapons for both humans and natives.
Discoworld Engineering - 20 RPs - Develops Advanced (unconventional) Weapons and structures for both humans and natives.
Discworld Astronomy - 12 RPs - May Answer questions about the discworld.
Level 3 tech:
Discworld Medicine - 20 RPs - Lets you produce medicine in factories!
Discword Fusion - 50 RPs - Figures out how to build thermonuclear warheads using astatine!
Discword Magnetics - 25 - Researches Field Modulation techniques for discworld.
[spoiler=Welfare]
If you are concerned with you Your people's well being, you will receive SPs.
I have no Idea what SP stands for... ( I used to know but I forgot)
Anyway, try not confuse them with RPs, BPs PPs and EPs...
Good news is SPs you do not need to count every turn, as I will!
Check this section for future updates later.
Alien and Human.
Aliens can research alien technologies after they reach knowledge level one. They cannot research human technologies nor can they understand them. This may change after they reach knowledge level 5.
Humans can research both alien and human technologies in laboratories. Research works just like construction. RPs (research points) produced in laboratories will contribute towards the research project. Once enough RPs are accumulated, the technology is researched! Some Special technologies can be purchased from Terra.
The Tech Tree.
Alien - This new world holds many mysteries...
......LEVEL 1..............................LEVEL 2........................................LEVEL 3.................
DiscWorld Ecology------------->DiscWorld Biology----------------------------->Discworld Medicine
DiscWorld Geology------------>Discworld Fission------------------------------>Discworld Fusion
DiscWorld Physics--------------VV-^^^----->Discworld Engineering--------->Discworld Magnetics
----------------------------------Discworld Astronomy..............................???
Human - This New world poses many challenges...
Ion Drives------------------------?
Radiation Shielding-----------?
Fail-Safe Systems-------------?
What all this stuff costs and does:
Lvl 1 tech:
DiscWorld Ecology - 5 RPs - Studies the Biosphere
DiscWorld Geology - 5 RPs - Finds out more about what's underground.
DiscWorld Physics - 5RPs - Takes a closer look at how this Universe works.
Ion Drives - 8 RPs - Develops more efficient engines for space travel.
Radiation Shielding - 6 RPs - Makes it easier to handle radioactive materials and establish colonies over Uranium deposites...
Fail-Safe Systems - 4 RPs - Reduces the frequency of catastrophic malfunctions.
Level 2 tech:
Discworld Biology - 15 RPs - Unlocks Cloning Vats and "living structures" for humans, and the safe use of ??? for both humans and natives.
Discworld Fission - 17 RPs - Designs Reactors and... maybe nuclear weapons for both humans and natives.
Discoworld Engineering - 20 RPs - Develops Advanced (unconventional) Weapons and structures for both humans and natives.
Discworld Astronomy - 12 RPs - May Answer questions about the discworld.
Level 3 tech:
Discworld Medicine - 20 RPs - Lets you produce medicine in factories!
Discword Fusion - 50 RPs - Figures out how to build thermonuclear warheads using astatine!
Discword Magnetics - 25 - Researches Field Modulation techniques for discworld.
[spoiler=Welfare]
If you are concerned with you Your people's well being, you will receive SPs.
I have no Idea what SP stands for... ( I used to know but I forgot)
Anyway, try not confuse them with RPs, BPs PPs and EPs...
Good news is SPs you do not need to count every turn, as I will!
Check this section for future updates later.
For Natives:
The natives play a simple card game. They use type of resource: Power Points (although they may gather raw materials) and 2 "stats": Size and knowledge. All are measured in units. Most natives start out with 1 size and 0 knowledge. Natives get a steady supply of PPs based on how large and how advanced their civilization is. The starting income is 1 PPs. They can also get PPs from looting/trading with colonies. Each human goods (like Fuel Cells) They gather gives them 5 PPs.
Now let's assume you are a native...
You can use PPs to play any number of the following cards (provided you have accumulated enough PPs):
Basic cards - Can be used from the start:
Explore - 1-Infinte PPs - Explores a sector. The further you explore is from your territory, the more PPs it will cost. You will learn everything about the sector.
Expand - 6 PPs +2 for each sector you already have (besides your home sector) - Allows your native Civilization to expand to a neighboring sector. playing this card also increases your PP income by 1!
Beware, having more than 3 territories... can risk your species separating into different factions. For each level of knowledge your species acquires, the number of sectors controllable without risking losing stability is increased by 2!
Exploit - 3 PPs - harvest a unit of resources in a sector. Its price can be decreased with Industrialization.
Exterminate - 12 PPs + 3 PPs for each knowledge level- Deploys a unit of of warriors to raid a colony or native species. Each level of knowledge increases their strength by 0.5, their starting strength is 1. Will refund 50% of its price is survives the battle
Enlighten - 10 PPs - Raises knowledge from 0 to 1. 20% cheaper if there is an alien afrtifact in your territory.
Advanced Cards: (available from knowledge level 1)
Interact - 4 PPs - Peacefully Interact/trade with humans. You can exchange any number of resources and technologies with them, provided your explorers have met each other.
Discover - Its RP price in PPs - Develop a level one alien technology.
Fortify - 8 PPs - Deploy Native traps and defenses in a sector. will hinder human advance based on knowledge level.
Build - 16 PPs - Builds a city in one of your sectors. Defends the sector from attacks, Adds 1 to your PP income and provides a Species-Specific bonus...
Plant - 22 PPs - Builds a farm which produces 1 Organic Product or per week (can't be played in volcanic areas). Max 1 per territory.
Dig - 25 PPs - Builds a mine which produces 1 surface mineral each turn. Max 1 per territory
Worship - 20PPs - 1 Gold. Builds a temple... which is probably good for something.
Civilize - 20 PPs - Raises knowledge from 1 to 2. 20% cheaper if there is an alien artifact in your territory.
Very Advanced Cards. (from knowledge lvl 2)
Fabricate - 6 PP + used raw materials - Produces 1 unit of industrial goods (including alloys). Must have a city.
Mine - 20 PPs - Builds a deep Mines 1 unit of DEEP mineral (Astatium, Teslanum...) each turn. Max 1 per territory
Industrialize - 2 common metals and 3 PPs for each sector you control. - +2 PP per turn and Reduces price of exploit, fabricate and interact cards by 1. Must have a City and Discworld Physics.
Research - Twice Its RP price in PPs - Develop a level two alien technology.
Assault - 1 armaments, 15 PP - Launch a potent army (Strength 3) to attack a sector via land...(can target armies, colonies or sectors of other natives)
Sophisticate - 30 PPs - Raises knowledge from 2 to 3. 20% cheaper if there is an alien afrtifact in your territory.
Even more advanced cards (from level 3)
Automate - 4 alloys, 40 PP - Builds a factory in a sector which may process raw materials into goods (even Alloys!). Must have a city in the sector and must have industrialized!
Cure - 40 PP or the price of healthcare facility + 10 PP - Build a hospital in a sector to defend against disease and produces 1 EP per turn. Must have discworld Medicine.
Inhale - ???
Experiment - 2 times the RP price - Develop a level 2 tech!
Escape - 60 PP and 6 Hydrocarbon or 1 Teslanum or 1 Aetherium - Fires a one use Rocket or capsule into space. May be aimed at sectors of moons and the disc. May be combined with exterminate and expand cards (to expand to the target sector). Has 66.66% chance to fail if Discworld Astronomy is not researched.
Energize - 6 alloys + 2 uranium + 2 Astatine + 1 teslanum (or 3 rare metals) + 50 PPs - + 20 energy (can be traded with humans or used to power Shields and Metropolises) or 2 PPs income per turn. Max 1 per city. Must have fission researched!
Reserve - 3 Alloys and 5 PPs - Builds a storehouse that can store 50 resources
Smelt - 3 alloys or 8 common metals + 25 PPs - Builds a lava refinery that will produce max +1 alloys per turn when provided with 1 hydrocarbon per turn. Max 2 per sector and can only be built in volcanic areas.
Theorize - 60 PP + 60 PP if played before turn 50 - Raises knowledge level by 1. Must have discworld Astronomy.
Space Age Cards
Shield Dome - 3 Teslanum, 1 alloys and 30 PPs - Must have Discworld magnetics researched. can be turned on or off any turn. Uses 20 energy, almost completely shields sector from orbital bombardment.
Urbanize - 20 Alloys 2 Aetherium, 2 Teslanum, 2 Rare Metals, 10 Hydrocarbons and 100 PPs - Builds a huge Metropolis. Must already have a city in the sector. Uses 20 energy per turn OR 4 hydrocarbons per turn. Massively increases defense strength (+5) and comes with a free mine, deep mine and factory (also increases sector limit for these structures by 1). Also Allows Construction of Mega-Factory in the sector.
Elevate - 5 Alloys and 10 PPs - Builds a space port. Same as human version except for its "automated".
beyond...
???
Resources
Natives can use resources to do all kinds of stuff:
Raw Materials:
Rare Metals - Same as Common metals, except for it can't be mined everywhere.
Common Metals - Mostly Iron.Remember, This Mineral can be mined in EVERY SECTOR!
1 commom metal can be sacrificed for -2 PP Discount on Exterminate and construction cards (applicable once / card. Does not stack with similar effects from other cards)
Gold - Use to build temples. - 1 gold can (be forged into weapons that) produce a 1 time discount of -2 PP Discount on Exterminate cards
Fuels: (Can be turned into energy)
Hydrocarbons - Can be burned for + 1 PP after industrialization (may burn unlimited amounts).
Uranium - 1 uranium for a - 3 discount on Exterminate cards(Applicable once!) Trade with humans.
Only these resources have been discovered so far, but there are probably far more to be discovered!
[size=1]TOP SECRET - DO NoT READ
Soma - Very strong Hallucinogen harvestable in PURPLE areas. When consumed, has a 99% chance to produce 1 RPs and 1% chance to turn your people into mindless zombies (a unit of Soma Sick will spawn in one of your sectors)
XenoFungus - Exceptional Raw material for medicine production. Can grow in RED sectors of the disc.
Carbon Strings - Extremely strong fiber growing on the trees of Green sectors. Can replace 1 alloy in any construction.
Spice - Tastes great. Found in BROWN sectors of the disc and the NON-VOLCANIC areas of the red moon. Can be consumed by native population to generate 1 PP.
Aetherium (Ae) - A Complex element that defies gravity. Can be used to create ships that run without fuel.
Heisenbergium (Hi) - Has a 26.371... % chance to vanish from existence every week, unless stored in a quantum-stable storage. No known uses yet.
Teslanum (Ts) - This Complex element seems to defy the laws of magnetics.
Astatine (At) - Same as humans.
Goods:
Fuel Cells - + 3 PPs if they are fully charged, + 2 if partly and + 1 if empty. Cannot be produced by natives!
Electronic Trinkets - + one knowledge level if natives are below level 3.
Alloys - Made From Common Metals and Hydrocarbons. Used to build structures or can be turned into +1 PPs.
Armaments - Made From Alloys and Hydrocarbons. Used to equip troops.(for assault card)
Now let's assume you are a native...
You can use PPs to play any number of the following cards (provided you have accumulated enough PPs):
Basic cards - Can be used from the start:
Explore - 1-Infinte PPs - Explores a sector. The further you explore is from your territory, the more PPs it will cost. You will learn everything about the sector.
Expand - 6 PPs +2 for each sector you already have (besides your home sector) - Allows your native Civilization to expand to a neighboring sector. playing this card also increases your PP income by 1!
Beware, having more than 3 territories... can risk your species separating into different factions. For each level of knowledge your species acquires, the number of sectors controllable without risking losing stability is increased by 2!
Exploit - 3 PPs - harvest a unit of resources in a sector. Its price can be decreased with Industrialization.
Exterminate - 12 PPs + 3 PPs for each knowledge level- Deploys a unit of of warriors to raid a colony or native species. Each level of knowledge increases their strength by 0.5, their starting strength is 1. Will refund 50% of its price is survives the battle
Enlighten - 10 PPs - Raises knowledge from 0 to 1. 20% cheaper if there is an alien afrtifact in your territory.
Advanced Cards: (available from knowledge level 1)
Interact - 4 PPs - Peacefully Interact/trade with humans. You can exchange any number of resources and technologies with them, provided your explorers have met each other.
Discover - Its RP price in PPs - Develop a level one alien technology.
Fortify - 8 PPs - Deploy Native traps and defenses in a sector. will hinder human advance based on knowledge level.
Build - 16 PPs - Builds a city in one of your sectors. Defends the sector from attacks, Adds 1 to your PP income and provides a Species-Specific bonus...
Plant - 22 PPs - Builds a farm which produces 1 Organic Product or per week (can't be played in volcanic areas). Max 1 per territory.
Dig - 25 PPs - Builds a mine which produces 1 surface mineral each turn. Max 1 per territory
Worship - 20PPs - 1 Gold. Builds a temple... which is probably good for something.
Civilize - 20 PPs - Raises knowledge from 1 to 2. 20% cheaper if there is an alien artifact in your territory.
Very Advanced Cards. (from knowledge lvl 2)
Fabricate - 6 PP + used raw materials - Produces 1 unit of industrial goods (including alloys). Must have a city.
Mine - 20 PPs - Builds a deep Mines 1 unit of DEEP mineral (Astatium, Teslanum...) each turn. Max 1 per territory
Industrialize - 2 common metals and 3 PPs for each sector you control. - +2 PP per turn and Reduces price of exploit, fabricate and interact cards by 1. Must have a City and Discworld Physics.
Research - Twice Its RP price in PPs - Develop a level two alien technology.
Assault - 1 armaments, 15 PP - Launch a potent army (Strength 3) to attack a sector via land...(can target armies, colonies or sectors of other natives)
Sophisticate - 30 PPs - Raises knowledge from 2 to 3. 20% cheaper if there is an alien afrtifact in your territory.
Even more advanced cards (from level 3)
Automate - 4 alloys, 40 PP - Builds a factory in a sector which may process raw materials into goods (even Alloys!). Must have a city in the sector and must have industrialized!
Cure - 40 PP or the price of healthcare facility + 10 PP - Build a hospital in a sector to defend against disease and produces 1 EP per turn. Must have discworld Medicine.
Inhale - ???
Experiment - 2 times the RP price - Develop a level 2 tech!
Escape - 60 PP and 6 Hydrocarbon or 1 Teslanum or 1 Aetherium - Fires a one use Rocket or capsule into space. May be aimed at sectors of moons and the disc. May be combined with exterminate and expand cards (to expand to the target sector). Has 66.66% chance to fail if Discworld Astronomy is not researched.
Energize - 6 alloys + 2 uranium + 2 Astatine + 1 teslanum (or 3 rare metals) + 50 PPs - + 20 energy (can be traded with humans or used to power Shields and Metropolises) or 2 PPs income per turn. Max 1 per city. Must have fission researched!
Reserve - 3 Alloys and 5 PPs - Builds a storehouse that can store 50 resources
Smelt - 3 alloys or 8 common metals + 25 PPs - Builds a lava refinery that will produce max +1 alloys per turn when provided with 1 hydrocarbon per turn. Max 2 per sector and can only be built in volcanic areas.
Theorize - 60 PP + 60 PP if played before turn 50 - Raises knowledge level by 1. Must have discworld Astronomy.
Space Age Cards
Shield Dome - 3 Teslanum, 1 alloys and 30 PPs - Must have Discworld magnetics researched. can be turned on or off any turn. Uses 20 energy, almost completely shields sector from orbital bombardment.
Urbanize - 20 Alloys 2 Aetherium, 2 Teslanum, 2 Rare Metals, 10 Hydrocarbons and 100 PPs - Builds a huge Metropolis. Must already have a city in the sector. Uses 20 energy per turn OR 4 hydrocarbons per turn. Massively increases defense strength (+5) and comes with a free mine, deep mine and factory (also increases sector limit for these structures by 1). Also Allows Construction of Mega-Factory in the sector.
Elevate - 5 Alloys and 10 PPs - Builds a space port. Same as human version except for its "automated".
beyond...
???
Resources
Natives can use resources to do all kinds of stuff:
Raw Materials:
Rare Metals - Same as Common metals, except for it can't be mined everywhere.
Common Metals - Mostly Iron.Remember, This Mineral can be mined in EVERY SECTOR!
1 commom metal can be sacrificed for -2 PP Discount on Exterminate and construction cards (applicable once / card. Does not stack with similar effects from other cards)
Gold - Use to build temples. - 1 gold can (be forged into weapons that) produce a 1 time discount of -2 PP Discount on Exterminate cards
Fuels: (Can be turned into energy)
Hydrocarbons - Can be burned for + 1 PP after industrialization (may burn unlimited amounts).
Uranium - 1 uranium for a - 3 discount on Exterminate cards(Applicable once!) Trade with humans.
Only these resources have been discovered so far, but there are probably far more to be discovered!
[size=1]TOP SECRET - DO NoT READ
Soma - Very strong Hallucinogen harvestable in PURPLE areas. When consumed, has a 99% chance to produce 1 RPs and 1% chance to turn your people into mindless zombies (a unit of Soma Sick will spawn in one of your sectors)
XenoFungus - Exceptional Raw material for medicine production. Can grow in RED sectors of the disc.
Carbon Strings - Extremely strong fiber growing on the trees of Green sectors. Can replace 1 alloy in any construction.
Spice - Tastes great. Found in BROWN sectors of the disc and the NON-VOLCANIC areas of the red moon. Can be consumed by native population to generate 1 PP.
Aetherium (Ae) - A Complex element that defies gravity. Can be used to create ships that run without fuel.
Heisenbergium (Hi) - Has a 26.371... % chance to vanish from existence every week, unless stored in a quantum-stable storage. No known uses yet.
Teslanum (Ts) - This Complex element seems to defy the laws of magnetics.
Astatine (At) - Same as humans.
Goods:
Fuel Cells - + 3 PPs if they are fully charged, + 2 if partly and + 1 if empty. Cannot be produced by natives!
Electronic Trinkets - + one knowledge level if natives are below level 3.
Alloys - Made From Common Metals and Hydrocarbons. Used to build structures or can be turned into +1 PPs.
Armaments - Made From Alloys and Hydrocarbons. Used to equip troops.(for assault card)
Some other things:
Humans can also increase the native's knowledge level by selling them electronic Trinkets - Only works if the natives are underdeveloped. (belov knowledge leve 3)
Natives can store 5 resources per territory+City.
Aliens may not research technologies which are from levels above their knowledge level.
More species-specific cards will be added later on![/spoiler]
For Corporation!
As of yet, 3 types of corporations may be started:
TRADE CORP.
Starts with 1 Freighter.
TRADE CORP.
Starts with 1 Freighter.
For Everyone
Trade routes may be created between any 2 sectors with a space port.
Each shuttle assigned to an interstellar trade route (one that goes from the discworld to earth) allows the 2 sectors to exchange 1 unit of cargo in each direction every turn. For instance Sector A may give Sector B 1 unit of cargo every turn and vice versa if there is a shuttle assigned to the trade route which connects them.
Stellar Trade routes have double the capacity of Intestellar ones, Meaning that if the 2 sectors are in the same universe (one on earth and one on the moon, for instance) than one shuttle can move 2 units of cargo in each direction every turn.
Freighters count as 3 shuttles when assigned to a trade route.
Energy can also be transported with charged fuel cells.
Each shuttle assigned to an interstellar trade route (one that goes from the discworld to earth) allows the 2 sectors to exchange 1 unit of cargo in each direction every turn. For instance Sector A may give Sector B 1 unit of cargo every turn and vice versa if there is a shuttle assigned to the trade route which connects them.
Stellar Trade routes have double the capacity of Intestellar ones, Meaning that if the 2 sectors are in the same universe (one on earth and one on the moon, for instance) than one shuttle can move 2 units of cargo in each direction every turn.
Freighters count as 3 shuttles when assigned to a trade route.
Energy can also be transported with charged fuel cells.