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The Last Colonies - IC

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Harkback Union
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Ex-Nation

The Last Colonies - IC

Postby Harkback Union » Sun Jun 28, 2015 9:13 am

OOC

01.01.2150
Atmosphere of Desponea

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After a 3 Year journey from the Harmony, The colony pods arrive in orbit of Desponea and begin their descend. They each hide behind a wide heat shields as they cut through the atmosphere of planet planet. The air is screaming around the pods while the shields are painted red by the immense friction. When reaching an altitude of 7 Kilometers, the heat shields are blasted off by the thrust of the igniting retrorockets. The Trails of black smoke they leave behind scar the skies of Desponea. Finally, the rockets are disconnected while the colony pods break into smaller pieces and open their respective parachutes in sequence...

But the Landing gear was not designed for Desponea. Strong winds blow parachutes In coastal and arctic areas, giving them horizontal motion, dragging the pieces through miles of sand and vegetation before finally letting go. The Purple forest of fungus act as a soft ground for landing, but the disturbed fungi release billions of spores that engulf the air, making breathing difficult outside without a filtration mask. Those Pods that tried to land in the jungles get caught up on massive, towering trees, though its probably better this way as beneath the trees is hostile, muddy terrain and a network of small streams and swamps in which lurks unknown wildlife.


Choose 5 Modules or equipment per pod from the list:

Geological Scanner
Allows your faction to start on a source of petroleum, HE or Geothermal energy. Also Gives you 1 RP. (one time bonus).

Hydroponics Bay - 1 Space
Deploys into a Hydroponics Facility upon landing. Also Comes with 10 Food.

Laboratory - 1 Space
Generates 1 RP per quarter for the first 2 years without energy use. Can be upgraded into a research facility at the price of 3 BP.

Solar Array - 1 Space
Generates 1 energy per quarter until the discovery of Low-energy Photovoltaics, Then it generates 2 Energy. Gives you 5 RP towards low-energy photovoltaics. (the bonus only applies for the first array).

Infirmary - 1 Space
1 Health and 1 happiness forever.

Database
Gives your faction a free tier 2 Non-desponian tech.

Food Crates -
32 Starting food.

Communications Equipment
Deploys into a Network Link

Mining Equipment:
1 free BP in the first turn, Deploys into a mine.

Habitation Pods.
Deploys into a Habitation Pod.

Unit buildable from the start:
Colony pod.
Costs 5 BP, 1 Population. 1 Move per quarter which costs 1 energy. Can deploy into a base core.


ECONOMY COMPUTER:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

HOTRULES

I worked really hard to eliminate the problems that ruined my previous RPGs. The Last Colonies is designed to run without participation of a Game-master, though there is need for an account to whom all secret activities will have to be Telegrammed, it does not have to be an actual player. At the end of the RP, the inbox of the account will be checked and compared with the actual game events.
EDIT: NEVER FUCKING MIND!


Part I.
Time

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Time in the Last colonies is divided into quarters. Every quarter covers a span of 3 months and counts as a turn in the mechanics. Every Turn consists of 2 Phases: Build Phase and War Phase. Leaders have to post their turn orders in advance for a turn phase and they will be resolved simultaniously.



Part II.
Space.

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There are a number of base locations on planet, each symbolized by a grey circle on the map. it is here where bases can be built. Bases are connected to one another via grey lines. These are land and sea paths. Armies and trade routes move along these paths. Every base location comes with a set number of building locations depending on what region of the planet they are on. There are a total of 5 regions on planet. Blue, Green, Orange, Purple, Grey. Blue areas are covered by seas, Green by alien jungles, Orange by strange spherical coastal plants, Purple by Xenofungus and Grey areas are barren arctic wastelands.


Part III.
Economy & Bases


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Chapter I. The Resources.

FOOD

Food is the most essential resource to human survival. Every unit of population consumes 1 Food every turn. If there isn't enough food to feed your population in a turn, 25% of your starving population will die, rounded up. For Example, if 3 of your population goes without food, 1 will die. If 1 starve, 1 will die, if 5 starves, 2 will die. Food is produced from various sources: Hydroponics facilities, Seaweed farms and Plantations.

METALS

Metals feed your Industry. Metals are produced from surface, deep sea and borehole mines and are used by Heavy and Light Industry.

ENERGY

Energy fuels your faction's machines. Windfarms, Hydro plants, Combustion Plants, Fission Reactors and Geothermal plants and some other facilities produce more energy. Energy is used to power your base facilities. CANNOT BE STORED/CARRIED OVER FOR THE NEXT TURN! (until superconductors technology is researched and you build Hyper-capacitors)

PETROL

Petrol, or petroleum is the a good source of energy and is used to power mechanized troops, naval units and aircraft. Petrol is also used as raw material in some factories.

HEAVY ELEMENTS

Heavy elements are mined and refined in Heavy Element facilities for use in fission reactors and weapons.


Chapter II. The other things of vaule.

WEALTH

Wealth Represents the goods your citizens need for comfortable daily life. They are produced in light industry and are consumed by your citizens and base facilities.

BUILD POWER
AKA, Industrial Power. IP sounds way better but Its too late to change now...


Build Power Represents the might of your heavy industry which is used to build new Base Facilities, Units and Secret Projects. Build Power cannot be stored but you investment in unfinished structures/units isn't lost between turns..

MEDICINE

Advanced Medicine a valuable commodity that can vastly improve your people's lives and bring back to life dead soldiers. Medicine is produced from Petrol in Chemical Plants.

RESEARCH POWER

Research power is produced by laboratories and is used to research techs and to build Secret Projects . Research power cannot be stored but your investment in unfinished structures/techs isn't lost between turns.

POPULATION

Population is... well... your followers. Every unit of it accounts for about 100 citizens and they always live in one of your bases. They are of high value and are difficult to replace early on. Population automatically increases over time. If your faction's population is between 0 and 15, you may add 2 population at the start of every 2 years ( one every 8 quarter), starting from the year 2. If population is between 15-24, then 3 may be added every 2 years. If your population is 25 or above, 4 population may be added every year.
The amount of working population you can have in a base is not limited by the quantity of housing present in said base, however, for every worker that has no housing your faction loses 2 Health and 2 Happiness. "Spawning" new population costs 3 Food each (cost of raising kids). After spawned in a base, a unit of population can be moved to any other base at the expense of 1 energy. Population that is not housed anywhere cannot work.

Population, aside from working at facilities and joining into units can work as Laborers, Artisans, Thinkers and Scavangers.
Up to 3 population per base can scavange in most areas, up to 5 population can scavange in Alien Jungle bases.
Scavengers gather 2 food per quarter.
There is no limit to how many Laborers you can have and they each generate 0.1 BP.
Artisans generate 0.1 Wealth Per quarter.
Thinkers generate 0.1 RP per quarter (or 0.2 RP for tier 1 techs). There is no limit to their numbers either.

SUPPLIES

Supplies represent munitions and equipment used up during wars. Supplies are consumed by most units during combat, those who do not use supplies often use energy instead. Build power (or industrial power) can be used to make more supplies. 1 BP -> 3 Supplies, in other words, 1 BP can be converted to 3 supplies (does not work backwards).

SPICE
Spice is a rare substance found in small quantities at Xenofungus and Arctic regions. Every base core in arctic and Xenofungus Regions generates Spice after the discovery of Desponea Botanics. There is no other way to produce Spice. A Unit of spice can be at any time consumed by your population to boost happiness for that quarter by 2.

PROPAGANDA POWER

Propaganda power is produced by broadcast towers and media centers and can be used to demoralize an enemy or improve morale in your own empire.


Chapter III. Base Facilities.

General Info

Base facilities are built inside base locations. Every Base location comes with 12 Space by default to build on. Some facilities use up some space while other cost "no space", meaning that you can... well you figure.
Additional build spots can be made available by expanding available land / building new layers of infrastructure above / under existing facilities (you decide what makes sense for you ICly.). This costs 1 BP for spaces 13-18, 2BP for spaces 19-24, 3BP for 25 and all spaces beyond.

Every Base facility has HP equal to their BP costs.


The Type E

Type E Base facilities are the bulk of the economy. In most cases, Workers and resources come here to produce new stuff while Some other Type E facilities work on their own. Their list is at follows:

Hint for reading list:s
Name - Build costs / Prerequisites - What it's useful for.

Energy:

Wind farm - 2 BP, 1 Build Space (BS) - Produces 1 Energy per quarter. A Plantation, a Hydroponics facility or a Terran forest can be built "atop" (the 2 occupy the same space) the Windfarm (and vice versa). Cannot be built in deep sea bases, but can also be built atop algea farms in coastal bases and vice versa.

Hydro Plant - 4 BP, 1 Build space, - Can only be built in Coastal/Riverside/Deep sea Bases - Produces 3 Energy per quarter. Max 1 Per base,

Geothermal Plant - 2 BP, Requires a free Geothermal Source but costs no build space, Desponea Geology Tech - Provides 2 Energy per quarter (+1 With Geotechnical Engineering).

Petrol Plant - 2 BP, 1 Build space. - On its own, it can turn 1 Petrol into 3 Energy or 2 petrol into 6 energy every quarter. Cannot be built in deep sea bases.

Fossil Plant - 2 BP, 2 Build space - Extracts and Burns Coal and Biomass from the nearby environment to generate energy. Cannot be built in Deep sea bases. 1 Worker can work here to produce 3 Energy per quarter (+1 With Desponea Geology) . -2 Health while operational. Heavily pollutes the environment.

Fission Reactor - 3 BP, 1 RP, 1 Build space. - By employing 1 population, The reactor can produce 20 energy per quarter from 1 Heavy Elements.

Solar Array - 3 BP, 1 Build space, Low-energy Photovoltaics. Can be built atop Windfarms, mines and borehole mines. Cannot be built underwater, Produces 2 Energy Everywhere but in jungles and the barren artic wastelands where it produces 1.

Dark Energy Node - 2 BP, 1 RP, 1 Build Space, Dark Energy Tech - Produces 2 Energy. Up to 3 DENs can be stacked into a single Build space. Works everywhere.

Hiper-capacitor - 3 BP, 1 RP, 1 Build space, Superconductors - Stores up to 20 energy.

Farming:

Hydroponics facility - 2 BP, 1 Build space - Employs 1 Worker and 1 energy to produce 4 food per quarter (+2 with Nano-biology). Costs 2 energy to maintain in underwater and wasteland bases. Has 2 HP but it isn't destroyed when it runs out of HP. Instead, It becomes damaged and unusable until repaired. Reparis cost 1 BP.

Plantation - 1 BP, 2 Build space, Requires Desponea Biology - Employs 1 Worker to produce 2 food per quarter (+1 In alien Jungle bases, +1 with Planet Climatology ). Cannot be built in deep sea bases. Indestructible.

Algea farm - 1 BP, 1 Build space can only be built on coastal and deep sea bases. - Produces 2 food flat and consumes 1 energy while operational.

Mining:

Surface Mine - 1 BP, 1 Build Space - Employs 1 Energy and 1 OR 2 Workers to extract 2 Metals Every quarter. Can be built anywhere but underwater. Uses 1 more energy per quarter in Alien Jungle Bases. Can work at 50%.

Deep Sea mining facility - Underwater version of the surface mine. Works the same but costs twice as much BP (2 BP).

P.E.R.U. (Petroleum Extractor and Refiner Unit) - 3 BP, 1 Build Space, Desponea Geology tech - Can be relocated to another base at the price of 1 energy/move. Uses 1 Manpower (employs 1 population) to extract 2 petroleum every quarter from a petroleum source. By Default, 1 Petroleum source allows only 1 P.E.R.U. to extract it but with Geotechnical Engineering tech, 2 P.E.R.U.s can extract petrol from the same source. Petroleum may run out at some point. -1 Health For every P.E.R.U. running in a base with more then 3 population.

Heavy Element Facility - 3 BP, 1 Build Space, 1 RP - Mines and refines heavy elements. Employs 1 worker and 3 energy to extract and refine 1 unit of Heavy Elements.

Borehole - 4 BP (+1 BP if built underwater), 1 Build Space, 1 RP, Borehole mining - Mines Metals on a large scale. 1 Workers and 3 energy extracts 4 metals every quarter here. Every active borehole counts as a geothermal source! Surface and Deep sea mines can be upgraded to boreholes at the price of 3 BP and 1 RP.

Industry:


Manufactory - 1BP, 1 Build space - Uses 1 Metal, and 2 Workers to produce 0.5 BP every quarter. -1 Health and happiness Per quarter while its operational.

Heavy Industrial Plant - 4 BP, 1 BS, Industrial Core tech - Uses 2 Metal, 1 Energy and employs 2 Workers to produce 1 BP every quarter. -1 Health and happiness Per quarter while its operational. An extra 1 energy can be invested every quarter while the plant is operational to eliminate the -1 Health penalty.

Automated Heavy Industrial Plant - 6 BP, 1 BS, 1 RP Mechatronics - Uses 4 Metal and 4 energy To Produce 2 BP every quarter. Can work at 50%. Can be upgraded from HIP (costs 2 BP and 1 RP).

Light Factory - 3 BP, 1 BS, Industrial Core tech - Produces wealth. Can be used in the following ways:

- - 1 Metal + 1 Energy + 1 Worker = 1 Wealth
- - 1 Petrol + 1 Energy + 1 Worker = 1 Wealth
- - 2 Metal + 2 Energy + 2 Worker = 2 Wealth
- - 2 Petrol + 2 Energy + 2 Worker = 2 Wealth
- - 1 Metal + 1 Petrol + 2 Energy + 2 Worker = 3 Wealth

Automated Light Factory - 5 BP, 1 BS, Mechatronics, 1 RP - Works just like the light factory except for Workers are replaced by energy in the equations (1 worker is replaced with 1 energy). CAN be upgraded from light factory (costs 2 BP, 1 RP).

Chemical Plant - 3 BP, 1 BS, - Turns Petroleum into Medicine and Food into Petroleum in the following ways: (note, Medicine production only works with nano-medicine, Petroleum and Toxic Payload production only works with Organic Chemistry tech.)

- - 2 Petroleum + 1 Worker = 2 Medicine
- - 1 Petroleum + 2 Energy + 1 Worker = 2 Medicine
- - 4 Food + 1 Worker = 1 Petroleum
- - 2 Food + 1 Energy + 1 Worker = 1 Petroleum
- - 1 Petroleum + 1 worker = 1 Toxic Payload


Commerce & Infrastructure:

Roads, pipe and power lines - 1 BP - Built not in a base but between 2 neighboring base sites. Allows them to exchange Goods, Resources and BP. Also allows Mechanized units to move 2 spaces per quarter. INDESTRUCTIBLE.

Monorails - 2BP, 1 Wealth, Superconductors - Built not in bases but between 2 neighboring bases. Allows population in one base to work in another, as long as they are connected by monorails. INDESTRUCTIBLE.

Network Link - 2BP, 1 RP, No Space, Information Networks - Allows your faction to exchange RP and technologies with any other Faction that also has a Network link built in one of their bases.

Energy Conduit - 2BP, Superconductors, No space - Allows your faction to exchange energy with other factions that also have an energy conduit (Useful if you lack direct . Max 1 per base. Provides +1 Energy.

Freight Port - 3 BP - Can only be built on Coastal and Underwater Bases. Allows this base to exchange resources, goods and BP (but not Energy, RP and PP) with other bases that also have a freight port.

R&Đ:

Research Facility - 3 BP, 1 Wealth (wealth can be invested at any point), 1 BS - Employs 1 Population and 3 Energy to generate 1 RP towards any tech every quarter. Max 1 R&D building Per Faction by default.

Supercollider - 4 BP, 1 Wealth, 1 BS - Employs 1 Population and 3 Energy to generate 3 RP towards techs branching from Quantum Mechanics every quarter or 1 RP towards anything else. Unlocks additional Research. Max 1 R&D building Per Faction by default.

Research Hospital - 4 BP, 3 Wealth, 2 RP, 1 BS - Max 1 R&D building Per Faction by default. Employs 1 Population, 1 Medicine and 3 Energy to generate 3 RP towards techs branching form neural interface, 1 RP towards anything else and 1 Health per quarter. Unlocks additional Research.

Network Mainframe - 2 BP, 2 RP, 2 Wealth, No build space - Max 1 R&D building Per Faction by default. Employs 1 Population and 3 Energy to generate 3 RP towards techs branching from Self-writing code, 1 RP towards anything else.

Space Center - 6 BP, 2 RP, 2 Wealth, 1 Build space - Max 1 R&D building Per Faction by default. Unlocks Orbital and lunar construction projects Along with additional technology. Employs 1 Population and 3 Energy to generate 3 RP towards techs branching from Solid-fuel Rocketry or 1 RP towards anything else.


Type C

Type C base facilities are Built to support your population and improve the lives of your civilians.

Base Core - Cannot be built with BP. Instead it unpacks from colony pods. Takes up no space - Provides life support and acts as a foundation for other base facilities, Houses and employs 1 population. Produces resources depending on base location:
- Alien Jungles: 5 Food, 1 Energy.
- Xenofungus: 1 Food, 1 Metal, 1 Energy (+ 1 Spice with Desponea Botanics).
- Coastal: 2 Energy, 3 Food.
- Deep Sea: 2 Food, 2 Energy.
- Barren: 2 Energy, 1 Metal, (+ 1 Spice with Desponea Botanics).

Barren and Alien Jungle Base Cores also generate - 1 Health.

The Core has 3 HP and 1 Kinetic attack. Base cores use neither energy or ammo to shoot. After losing all its HP in a battle, instead of being destroyed, the base core remains operational though it cannot attack and will automatically surrenders to the faction that is last to remain alive!

Housing:

Slums - 2 BP, 1 Space - Houses up to 10 Population. Population living here produces double unhappiness. -1 Health if over 3 population is living in a slum. Costs no energy to maintain.

Habitation Pods - 3 BP, 1 Space - Can be relocated at the price of 1 Energy/move to any other base along with the population inside (no need to pay for pop move). 1 move per quarter. Houses 3 Population. Costs 1 Energy per quarter to maintain. Cannot go underwater.

Habitation Block - 4 BP, 1 Space - Houses 4 Population. Costs 1 Energy per quarter to maintain.

Suburbs - 2 BP, 2 Wealth, 1 Space - Houses 2 Population. Population living here does not generate unhappiness and it cannot starve, but if the population here isn't given food, They will stop working. Costs 1 Energy per quarter to maintain.

Residential Complex - 6 BP, 2 Wealth, 1 Space, - Houses 8 Population and costs 2 energy per turn to maintain. +1 Happiness if less then 5 people live here.

Service, Entertainment & Media

Food Dispenser - 2 BP, 1 Wealth, 0 Space, Bio-chemistry - Improves quality of food consumed by the locals. Uses 1 Energy per quarter to provide 1 Happiness for every 5 population living in the base. Max 1 Per base.

Filtration and Sanitation systems - 1 BP, 0 Space, - Improves health by cleaning out germs from your base. Uses 1 Energy per quarter to improve base health 1. Max 1 per base. Also reduces population loss from toxic attacks by 1.

Hospital Complex - 2 BP, 1 Wealth, 1 Space, Nano-medicine Tech - Uses 2 Energy, 1 medicine and employs 1 Population to improve health by 4. Also reduces population loss from toxic attacks (in the base where it is) by 1.

Recreational Facility - 3 BP or 1 BP and 1 Wealth, 1 Space, Psychic studies tech, max 1 Per base! - Uses 1 Energy per quarter, Improves Happiness by 2 and Lowers riot threshold for the base by 2 while operational.

Entertainment District - 5 BP, 2 Wealth, 1 space - Uses 3 Energy to improve happiness by 6 or 6 energy to improve happiness by 16. If you have a broadcast tower in the base, you can send some of the happiness gained here to other factions.

Distribution center - 2 BP, 1 Wealth, 1 Space. - Can convert 1 Wealth into 8 Happiness

Media Center - 3 BP, 2 Wealth, 1 space, Information Networks and Social Dynamics Tech - Uses 2 Energy and Employs 1 population when operational. Pretty useless on its own. Max 1 per faction.

Broadcast Tower - 3 BP, 1 Space, Information Networks - Uses 1 Energy to broadcast Propaganda. Can be built atop a Media center but not vice versa (can be built on a separate spot). Allows you to use your faction's Propaganda Strength to boost morale of your own or friendly factions or to reduce happiness of other factions (without an operational broadcast tower, you cannot use your PP). Every operation broadcast tower on its own generates 1 PP. Additionally, you get 1 PP for every 2 fully inhabited Suburbs you have and for every entertainment district you have running. Media centers Generate an additional 5 PP when operational.

University - 2 BP, 1 Wealth, 1 RP, 1 Space - Uses 1 Energy and employs 1 Population while operational and during this time it Increases the limit of Research buildings, health and happiness by 1. Max 1 Per faction.

Cloning Vats - 3 BP, 2 RP, 1 Space, Requires ??? tech - Employs 1 population, Uses 2 Food and 4 Energy to spawn 2 population every quarter. Can work at 50%.

Bomb Shelter - 4 BP, 1 Wealth, 0 Space, Geotechnical engineering - Shields 1 base facility from ALL attacks. Base cores and perimeter defenses cannot be shielded. If there is population living in the shielded facility, they also become shielded from collateral damage and ballastic/aerial attacks.

Terran Forest - 3 BP, 1 RP, 1 Space, Terraforming tech - Adds 1 Health, 1 Happiness and generates 1 food. Max 3 health gained from Terran Forests.


Type M

Type M facilities builds up the might of your faction and helps you keep population in check.

Unit Production and Security:

Perimeter Defense - 3 BP, 1 Space - Has 3 HP which regenerates every quarter unless the facility is destroyed. Costs 1 Energy per quarter to maintain. If not maintained, the perimeter defense will have no health. If the perimeter defense is not destroyed during a battle, then any ground unit that was inside will be shielded from all Kinetic and Thermal damage. Has 1 Thermal and 1 Kinetic attack (both uses supply).

Weapons Facility 4 BP, 1 Space - Can assemble up to 1 Mechanized, Air or Naval unit per quarter (you can carry over unfinished units for next turn). Employs 1 population.

Air Base - 3BP, 1 Space, Costs +1 BP and +1 RP if built underwater - Fields 3 Aircraft.

Naval Base - 3 BP, 1 Space, Coastal and deep sea bases only - Fields 3 Naval Craft.

Missile Base - 3BP, 1 Space, can be build in every kind of base - Fields 2 Ballastic Missiles.

Population control & Espionage:

Secret Police HQ - 3 BP, 1 Wealth - Allows you to install surveillance networks in your bases. Employs 1 worker and uses 1 energy while operational. While this building is operational, Riots will not break out until happiness sinks below -25. Max 1 per faction.

Surveillance network - 1 BP - Costs 1 energy to run. Lowers riot threshold for the inhabitants of this base by another 5 to -30. Max 1 Per base.

Intelligence Center - 3 BP, 1 Wealth, clandestine operations tech - Each Employs 1 population and 1 energy to train 1 covert operative every 8 quarters. Each Active Intelligence Center can support up to 2 Covert operatives. Covert operatives come in 3 forms:
- Spies - Spies are the traditional covert operatives. They can take part in 3 activities. Switching between the below activities costs the operatives 2 full quarters during which they can be engaged in no activity:

- - plant fake information about the size and location of your armies: Each spy assigned this tasked lets you plant a fake unit (ghost army) of your choice anywhere on the map that appears like a regular unit but does not consume supplies and vanishes if attacked. When using ghost armies, please give all your units a separate name and inform the OP via telegram about which unit is the fake one. At any point, you may rename your units to confuse your opponents but in every such case, you must inform everyone that you renamed your units and re-telegram the OP which unit is fake. If a ghost army vanishes because its attacked, the spy behind said army may create another one in 2 quarters. Any unit can be ghosted, including ballastic weapons.

- - Hunt down Saboteurs: Each spy may thwart 1 sabotage attempt against your faction or a faction of your choice (Defending another faction counts as a different activity) per quarter while working this job, capturing/killing (you can ransom back captured agents or kill them (Each Intelligence center can hold 3 enemy covert operatives captive) the enemy agent in the process.

- - help fight off enemy Datajacks.: Each spy may thwart 1 Datajack attempt per quarter, capturing/killing (you can ransom back captured agents or kill them (Each Intelligence center can hold 3 enemy covert operatives captives) the enemy agent in the process.

- Saboteurs - Saboteurs specialize in blowing up stuff. That's the only thing they are good at.

- - sabotage facility: It takes 3 quarters to plan a sabotage operation and 1 quarters to carry out (you can launch the sabotage at any time and you can stock up on multiple sabotage operation plans with your saboteurs). Each sabotage operation can target 1 Facility/Infrastructure/secret project. The existence of the plans will be known to everyone, the targets of the plans will only be known to you and to the OP, to whom the plans have to be shared. If the operation is successful (isn't thwarted by spies) then the facility/secret project gets damaged (rendered unusable until repaired), The repair costs will always be 50% of their original BP cost. Exceptions are facilities that cost 2 BP or less, these are simply obliterated.

- Datajacks - Datajacks steal technologies and let loose viruses on enemy information networks (better viruses become available With self-writing code and Information warfare).

- - Steal Technology: Takes 3 quarters to plan, 1 to execute. Works just like sabotage plans, a faction and a specific tech must be named and TGd to OP. The existence of the plan will be known to everyone, its details kept secret.

- - Infect enemy military networks with Worm: Takes 3 Quarters to develop the worm (works like sabotage plans, worms are faction-specific), 1 q to carry out. If the operation is successful, the target faction may not give movement orders to its units in the following turn (battle orders can still be given out). After being infected with a virus, a faction's military networks will become immune to worms or Polymorphic viruses for 1 full quarter.

- - Infect enemy energy networks with Worm: Takes 3 Quarters to develop the worm (again works like sabotage plans), 1 to carry out. If the operation is successful, you may take control of all energy-producer type-E facilities in an enemy base of your choice along with its energy nexus in the following quarter.

- - Infect enemy networks with Polymorphic Virus (self-writing code): Takes 6 Quarters and costs 1 RP to develop a Polymorphic Virus, 1 q to infect enemy networks with it. The virus will work on the network of any faction so no need to TG the OP about it, If the operation is successful, the target faction may not give movement orders to its units in the following turn (battle orders can still be given out) OR he loses control of all type-E energy production facilities and energy nexi in one of his bases in the following turn OR 1 tech is stolen from him OR 1 Ballastic missile is launched from the target's missile facilities at the base of a 3rd faction OR all of his covert operations data (viruses, sabotage plans, fake armies) get revealed while up to 2 of these viruses/sabotage plans can be pernamently deleted. The choice is made by whomever unleashed the Polymorphic Virus. The virus looms over 2 full quarters, meaning that during the 2nd quarter of the infection, a 2nd penalty may be chosen by the attacker from the afore mentioned list, but the choice cannot be the same as last time. By the 3rd quarter, an anti-virus is developped by the target. The anti-virus code is specific for every polymorphic virus and can be traded to other factions as if it was a tech. The same Polymorphic Virus can be used on multiple factions. The developer of the Polymorphic virus does not have the anti-virus by default. If this operation fails and the datajack is captured, The virus will be transferred to the faction which thwarted the operation. Polymorphic Viruses are useless on factions posessing an anti-virus.

- - Develop anti-virus: Should a Polymorphic Virus be released on another faction, your Datajacks may start working on an anti-virus on the quarter after it was released. This will take them 2 full quarters.

IMPORTANT!
The following information will be known to everyone at all times:
- Number of Saboteurs and Datajack covert operatives on each side and what they are up to.
The following information will be known to everyone prior to research of information warfare:
- Number of Spies of each faction and what they are up to (the activities assigned to them.)
The following information will may be withdrawn by factions after they research information warfare:
- What their Spies are up to (the activities they got assigned.) and how many there are.
Every time you wish to keep secret what your spies are doing, you must TG the OP about it.



Type S

[spoiler]Type S facilities are secret projects that will remain unknown to other factions until they are completed. The RP price of a Secret project DOUBLES for every such secret project already in existence. If you cancel secret project before its finished, you will regain all Wealth invested and you can invest 50% of the BP and the RP (rounded up) invested in another secret project

--- CONSTRUCTION AREA AHEAD! ---

Condensed City - 10 BP, 3 Wealth, 3 RP - Houses up to 20 Population in a single space at the cost of 2 Happiness per quarter. Costs 4 Energy per turn to maintain.


Part IV.
Warfare & Troops

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How to War

During the build phases:
Step 0 (Optional): Prepare for war by building units, making allies and amassing munitions and fuel.
Step 1: Declare war. This costs you nothing. You can take Step 2 In the same turn, which is:
Step 2: Attack by moving your units into an enemy base (note, units cannot move during the turn they were built, but they can take part in battles).

After the Build phase ends, unit moves are processed. Then, Before combat starts, Units that were not moved this turn can spend their movement to relocate to friendly bases (this is called reaction).

When 2 opposing factions are at war and have units/buildings in the same base location after the reaction takes place, combat MAY occur, if one of the sides intends to engage. This is the final part of the War phase.

Before jumping to the combat part, allow me to introduce the unit stats.


How units work

Every unit has 5 main types of property:
-What kind of unit it is. There are 7 options: Trooper (infantry), Mechanized (tanks, walkers), Air (Jets, Helicopters, Airships), Naval ship, Naval Submarines, Swarms and Ballastic Missiles.
-If its robotic or human (made purely out of steel and electronics or if there is a crew inside...)
-How Deadly it is. (type and number of its attacks).
-How Hard is it to get killed. (Health, evasion and shield points)
-How Much it can move around on the map.

Additionally, Some units may require resources or some structure to be operational.

Every unit has a set number of attacks of the following types:

Priority (effects apply before all other attacks):
Psychological - Takes effect before all other attacks. Uses no ammo. Cannot target robotic units. Disables the unit for the battle (it cannot attack). If it targets troopers, it also removes all EP.

Main attacks (apply simultaniously):
Kinetic (Rifles, Tank barrels) - Uses up 1 supplies. Nothing special about it. Deals 1 Damage. Does not work underwater.
Thermal (Flamethrowers) - Uses up 1 Petrol. Can only target land units and buildings. Deals 1 Damage to its targets and an additional 1 damage against swarms. Ignores shields. Does not work underwater.
Explosive (Artillery, rockets, bombs) - Uses up 2 supplies. Deals 3 Damage to troops and buildings, 2 to aircraft, 1 to everything else. Works underwater, but there it only deals 1 damage in all situations. Whenever its used on class C base structures, 1 Population is killed (unless its shielded by bomb shelters).
Laser - Uses 1 energy. Deals 1 Damage. Ignores evasion and deals damage directly to shields and HP. Does not work underwater.
Torpedo - Uses 1 Supplies. Deals 3 Damage. Can only target naval units and deep-sea bases. Works underwater.
Electro-magnetic - Uses 2 energy, Destroys robotic units. Destroys All EP of mechanized, Air and Naval units. Useless against troopers. Works underwater.
Quantum-wave - Uses 2 Energy. Deals 3 Damage. Works underwater.

All of the above mentioned attacks are applied simultaniously to both sides during combat in most cases. However, the order of the attacks, in the few cases it matters are always determined in a way so that they deal the most damage.

There is also a special kind of attack, after all the other:
Melee:
Every unit by default has 1 melee attack. Troopers cannot melee Naval, Air or buildings. Mechanized units cannot melee Naval or Air. Naval can only melee naval. Air can melee anything, except for Submarine-type naval units and underwater bases. Air units deal 3 damage if they use their melee attack but are destroyed if they do so. Naval units deal 1 Damage directly to HP with melee but also take 1 HP damage. Same rule goes for mechanized units. Trooper melee simply deals 1 damage.


Every Unit has a set number of Health, Evasion and Shield points:
- Health points represent the overall damage resistance of the unit. If all of these are lost, the unit is destroyed. Human Troopers can be resurrected after a battle using 3 medicine to fight on. Troopers that do not die in a battle auto-regain all Health if they move into a friendly base. Every other unit can be repaired at friendly bases for 1 BP. Buildings can be repaired too. 1 BP = 1 Health restored. EP and Shields must be depleted before attacks deal damage to HP (except for lasers, Naval melee and the likes.
- Evasion points stand for the ability to dodge incoming fire. EP regenerates after every battle.
- Shield points signal the strength of one's shields. Shields can be charged before battles commence at the price of 1 Energy. Shields only last 1 battle.


How to combat

Battles are also divided into phases. At the start of a battle phase, units are given orders as to which units they should attack. Then, all of the attacks are resolved and we move onto the next phase. Alternatively, attacks can be revealed over the course of IC. It doesn't matter who posts their attacks first, every unit will get to launch its attack and then they will get damage dealt to them.
0, Shields are raised, petrol is payed to ceratin non-trooper units to increase their EP.
1st, The psychological battle takes place.
2nd, The main battle with all the remaining attacks.
3rd, If both factions are still alive, they can order their units to engage in melee!

That's about it... but how do you actually build units, one might wonder...


How to make units

All unit production is done in the Weapons facility (except for Kinetic and Thermal troopers. These units need no design either!). It is here where every quarter a unit can be assembled using BP, Metal, Petrol and Rare Elements.

Units consist of parts. Leaders can decide on their own what parts they use when building their units. The units stats, abilities and build costs depend on what parts they are made of.

Before a unit can be produced, it has to be designed (Thermal and Kinetic Troopers are exception! You don't have to design those! Everyone has them after researching Makeshift weapons). To design a unit, first research the techs needed for the components you selected for it, then spend RP equal to the BP cost of the unit design to Design it. Once you have a design, you can produce the unit. You can share designs with other factions if you have a network link.

Parts come in 4 categories:
- Core Design (determines the unit's HP, what propulsion systems it can have and the amount of weapons and support systems it can carry).
- Weapon systems (determines what attacks the unit has).
- Propulsion systems (determines EP and how the unit moves around the map.)
- Support systems (determines SP, may modify other stats and/or give the unit special abilities.

After a unit is produced in a weapons facility, unless it is a robotic one, its not yet operational. 1 population must be attached to it to bring it into your military. The population that is called to arms still eats food but needs no housing. It takes 1 turn to attach a population to a unit. By the end of the build phase, the unit becomes operational and can fight but it cannot move during the turn it was produced. Units can also be disbanded. This can be done at any time and it does not cost a turn. The population can be put to work immediately after its freed up. Also, The Weapons and the population will be added to the base where they demobilized.

The Trooper Core design is known by everyone from the start. It costs 0.5 BP. Troopers have 2 HP and need no propulsion to move around. Troopers that are not given weapons are called "militia". They only have a melee attack BUT they can be armed later on with better weapons.

The list of weapon systems:

Conventional Weapons (0.5BP, Makeshift weapons) - Has 1 kinetic attack which deals 1 damage and uses up 1 supplies. Cannot target underwater units.
Flamethrowers (1 BP, Makeshift weapons) - Had one thermal attack which uses 1 petrol and Deals 1 Damage when fired (2 vs swarms and buildings) and use Ignores shields. Does not work underwater. Cannot target air.
Artillery (1BP, Weapons production) - Has 1 explosive attack which Uses up 2 supplies and Deals 3 Damage to troops and buildings, 2 to aircraft and to everything else. Works underwater, but there it only deals 1 damage in all situations. Cannot be placed on aircraft.
Laser (1BP, High-energy lasers) - 1 Laser attack which uses 1 energy, Deals 1 Damage. Ignores evasion and deals damage directly to shields and HP. Does not work underwater.
Torpedo (0.5BP) - Has 1 torpedo attack which uses 1 Supplies, Deals 3 Damage. Can only target naval units and deep-sea bases. Works only in/underwater.
Electro-magnetic (1 BP, Wave-modulation) - Has one EM attack which Uses 2 energy and can destroy a target robotic units or Destroys All EP of a mechanized, Air and Naval target. Useless against troopers. Works underwater.
Quantum-wave disruptor. (1BP, String Theory) - Has one quantum-wave attack which Uses 2 Energy, Deals 3 Damage, Works underwater.
Coil Guns (0.5BP, Superconductors) - Has a special kinetic attack that uses energy instead of ammo. (It used to ignore EP but that rule is scrapped.)
Hydra Rocket Launcher (1BP, Self-writing code or Neural interface) - Has a special torpedo attack that can also directly attack air and ignores EP.

List of Special ammo (carried by bombers and Ballastic missiles).

Explosive Payload (=2 ammo) - Basically just ammo. Loaded into ballastic missiles and aircraft. Deals 1 explosive damage.
Torpedo Payload (=1 ammo) - Costs ammo. Loaded into aircraft, deals 1 Torpedo damage.
Toxic Payload (Made in Chemical Plants) - Kills up to 2 population in the target base (Unless it has filtration & sanitation facility and/or hospital. Those reduce the death toll). Units take no damage.
EM Payload (1BP, 1 RP, Wave Modulation) - Disables all energy production at the target base for a quarter. Requires
Atomic Payload (5 HE, Isotope Separation) - Obliterates an entire base and its population (save for those shielded by bomb shelters)

List of core designs:

Land

Trooper - Known from the start. 0.5 BP. Troopers have 2 HP and need no propulsion to move around. They can carry 1 weapon.

Light Mechanized - Requires Weapons Production. 1 BP. Has 4 HP, 1 Weapons and 1 Land Propulsion slot.

Special Mechanized - Requires Weapons Production. 1.5 BP. Has 4 HP, 1 Weapons, 1 Support System and 1 Land Propulsion slot.

Heavy Mechanized - Requires Weapons production and Materials Science. 2 BP. Has 8 HP, 1 Land Propulsion slots and 2 Weapons Slot. Uses double fuel.

Fortress - Requires Weapons production and doctrine of survival. 2 BP, Has 7 HP. Cannot have propulsion. Has 3 Weapons slot. Counts as a building. Has to be deployed pernamently to a base that already has perimeter defenses after production. Max 1 fortress per base.

Sea:
(remember, all of these use naval capacity.)

Hydrofoil - 1BP. 3HP. Industrial base. - Needs a naval propulsion system to move (1 naval propulsion slot). Can have 1 Weapon system. If it has none, acts as a transport for either 1 mechanized or 2 trooper units.

Cruiser - 2BP, 5HP, Desponia Hydrology - Needs a naval propulsion system to move (1 naval propulsion slot). 1 Weapon slot, 1 Support system slot.

Dreadnought - 3.5BP, 9 HP, Megastructures - Needs a naval propulsion system to move (1 naval propulsion slot). Cannot have any EP from propulsion. 3 Weapon slots, 1 support system slots.

Submarine - 2 BP, 3 HP, Desponia Hydrology - Needs a naval propulsion system to move (1 naval propulsion slot). Gains Double EP from propulsion. Is the only "Underwater" unit. Has 1 Weapon slot and 1 support system slot. If it doesn't has a weapon, it can transport 1 trooper. Only submarines can capture underwater bases (if all other units there are destroyed.

Carrier - Costs 3BP. 8HP, reqs. Megastructures - Acts as a mobile airbase. Can carry 2 troopers or 1 mechanized unit. Needs a naval propulsion system to move. Has 1 weapon slot. Cannot have any EP from propulsion.

Air:
(remember, all of these need an airbase.)

Basic Fighter - 1BP, Desponea Flight. 2 HP, 1 Weapons slot, 1 Air Propulsion slots, 1 Support system slot.

Heavy Fighter - 2 BP, Megastructures. Has 4 HP, 2 Weapon slots, 1 Air Propulsion slots, 1 Support system slot. Gains half EP from propulsion.

Bomber - 2BP, Desponea Flight. Has 4 HP, Carries up to 1 Payload (which can also be a trooper who paradrops and takes part in the battle the regular way.). 1 Air Propulsion slots, 1 Support system slot. Gains half EP from propulsion.

Flying Fortress - 3.5BP, Desponea Flight, Megastructures. 7 HP. Uses double fuel. Gains half EP from propulsion. Carries up to 2 Payload (which can also be 2 troopers or 1 mechanized unit who paradrops and takes part in the battle the regular way.), Has 1 weapons slot, 1 Air Propulsion slots and 1 Support system slot.

Ballastic:

Ballastic Missile - Reqires 1 Rocket Propulsion system. Carries 1 Payload.


List of Propulsion Systems:

Land:

Petrol Engines & Tracks: 0.5 BP, Available from start. Allows the unit to move up to 2 spaces every quarter on roads (Each space a base) or 1 spaces if there are no roads.

Petrol Engines & Mechanical legs: 1 BP, Mechatronics. Allows the unit to move up to 2 spaces every quarter on roads and off-roads. Uses 0.5 Petrol per spaces moved when traveling on and off-road. Has 1 EP (if halved, rounded down).

Electric Engines & Tracks: 1BP, Superconductors. Same as its Petrol powered counterpart but uses 1 Energy per space (on roads) and 2 Energy per space (off-roads).

Electric Engines & Mechanical legs: 1BP, Mechatronics, Superconductors. Sames as its petrol powered counterpart but uses 1 energy per move instead. Has 1 EP(if halved, rounded down).

Naval:

Petrol Engines & Propellers: 0.5BP, Available from start. 2 EP. Uses 0.5 Petrol to move 1 Space per quarter.

Biofuel Engines & Propellers: 0.5BP, Inorganic Chemistry. Uses 4 Food to move 1 Space Per quarter. 2 EP.

Electric Engines & Propellers: 1 BP, Superconductors. Uses 2 Energy to move 1 Space per quarter. 2 EP.

Fission Engines & Propellers: 2BP, 1 HE, Nuclear Fission. Never ever uses fuel. Can move 1 space per quarter. Has 2 EP. If the ship has energy-powered weapons, those don't cost any energy to fire either.

Jet engines: 1BP, Desponea Flight. Uses 0.5 Petrol to move 1 space per quarter. Has 4 EP but uses up 0.5 Petrol during battles.

--- CONSTRUCTION AREA AHEAD! ---

Aerial

Petrol engines, Helium Ballast & Propellers - 1 BP, Industrial Base. Can move 1 space per quarter both land and sea at the price of 0.5 Petrol.

Jets - 0.5 BP, Desponea flight. Must be Always stationed at an airbase. Every quarter, Jet-powered aircraft can fly to another nearby base in a 3 base radious to take part in a battle there. After the battle, the aircraft returns to its base and is available for another operation next turn. Jet powered aircraft that is not given orders during the peace phase can, during the reaction phase intercept an air attack in a 3 base radius. When intercepting, an air-only battle will take place between the 2 sides before the regular war phase plays out. Aircraft that use their attacks during the intercept cannot attack again this turn and may choose to disengage and return to base. Depending on how far planes fly, they consume fuel: 0.5 Fuel when flying 1 bases away, 1 Fuel when flying 2 bases away (return trip included).
Jets have 2 EP.

Turbojets - 1BP, Mechatronics. Same as jets but has twice the range and twice the EP boost: (4 EP).

Proton jets - 1BP, Particle Physics. Same as Turbojets but has 1 uses energy per bases flown.

Antigrav - ???? tech, 1BP, Same as Petrol powered propellers and helium ballast but moves 2 spaces per turn at the price of 1 energy.

Ballastic

MRBM - 0.5 BP, Solid fuel Rocketry. Has a range of 2 bases.
LRBM - 1 BP, Solid fuel Rocketry. Has a range of 3 bases.
ICBM - 2 BP, Solid fuel Rocketry. Can hit any base on Desponea.
IMPORTANT! All of the above ballastic missiles cost 0.5 fuel per base range to launch.

List of Support Systems:

Reinforced Armor: Costs 0.5 BP, Materials science. Increases HP by 2.

Visual Counter-Measures: Costs 0.5 BP, Available from start. Gives the unit 1 EP.

Electronic Counter-measures: 1 BP, Information networks. Gives the Unit 2 EP.

Robotic core: Costs 1BP, Robotics tech. Makes the unit operable without population.


How to Diplomacy

There are 3 relations that can exist between factions:
-Allied: Can only be established with mutual consent! By default, only your bases count as "friendly" for you. If you get an ally, his bases will count as friendly too.
-Neutral: You start from here. Allows trading. You can only get from Hostile to neutral with mutual consent.
-Hostile: If your units move into the same base location, battles will occur.
Relations can be changed at any time, including the middle of a battle. Moving from allied to hostile can be done without the other faction's consent and free of charge. Improving relations on the other hand costs 1 Wealth. Either faction involved can pay the wealth cost. Both positive and negative Propaganda can be aimed at any faction regardless of your relations. You can also spy on/sabotage your allies.


Part V.
Research & Technologies

Image


Tier 1 (All cost 5 RP)
Despoena Geology: Allows P.E.R.U.s and Geothermal Plants to be built. Increases Fossil plant E yield.
Despoena Botanics: +1 Permanent Health, Allows Plantations to be built. Xenofungus and Arctic Base cores generate +1 spice per quarter.
Industrial Core: Allows Heavy Industrial Plants and Light Factories to be built.
Makeshift Arms: Allows building Conventional Weapons and Flamethrowers, and so Kinetic and Thermal Troopers.
Doctrine of survival: Allows building perimeter defenses. +1 Permanent Health
Psychic Studies: Recreation Facility. +2 Permanent Happiness.
Clandestine Operations: Intelligence Center


Tier 2 (All cost 8 RP)
Organic Chemistry: Allows production of Toxic payload and Biofuels in Chemical plants.
Materials Science: Unlocks Reinforced Armor support system.
Information Networks: Unlocks Network Link
Despoena Climatology: Improves yield on Plantations
Desponea Hydrology: Unlocks Cruisers, submarines and seaweed farms (or was it algea farms?).
Geotechnical Engineering: Unlocks bomb shelters and increases max number of oil extractors on a petrol source. Also improves E yield from geothermal plants.
Weapons Production: Unlocks the Weapons Facility, The Artillery Weapon system and the Mechanized core designs.
Information Warfare: Improves your spies.


Tier 3 (All cost 10 RP)
Low-energy Photovoltaics (Materials Science): Solar arrays
Superconductors (Materials Science): Coil guns, Hypercapacitors
Social Dynamics (Information Networks, Psychic studies): The Media Center.
Despoena Flight (Despoena Climatology): aircraft core designs and propulsion systems
Underwater construction(Desponea Hydrology): Deep sea colony pods.
Borehole mining (Geotechnical Engineering): Boreholes
Mechatronics (Information Networks): Walkers, Automated factories
Megastructures (Materials Science): Carriers, dreadnoughts, Heavy interceptors and flying fortresses.
Terraforming (Organic chemistry, Desponea Climate, Desponea Botanics, Geotechincal engineering): Allows Terran forests to be planted.
Particle Physics: The first step towards the atom bomb, also unlocks other techs.


Tier 4 (All cost 12 RP)
Neural Interface (Superconductors, Mechatronics): Hydra rockets, Extra Secret Project
Self-writing Code (Superconductors): Hydra rockets, Better viruses.
Quantum Mechanics (Superconductors, Particle Physics): Reduces energy use of all R&D structures by 1.
Solid Fuel Rocketry: Space exploration. Ballastic Missile production.
Nano-biology (Organic Chemistry): Medicine production.
Social Engineering (Social Dynamics): Allows Social Engineering.
High-energy Lasers (Superconductors): Laser Weapons
Wave Modulation (Particle Physics): Unlocks shields and EM weapons.
Thorium Process (Particle Physics): HE mines and Fission reactors.
Robotics (Mechatronics): Robotic Support system


Tier 5 (All cost 40 RP)
Astrophysics (Solid Fuel Rocketry): Leads into tech victory.
Lunar Geology (Solid Fuel Rocketry): Lunar colonies
Artificial Sentience (Self-writing Code): Information Nexus
String Theory (Quantum Mechanics): Wave-Disruptors
Gene-engineering (Nano-biology, Neural Interface): Cloning Vats
Isotope Separation (Thorium process): Nuclear Warheads.


Tier 6 (All cost 60 RP)

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Part VI.
Happiness, Health and Wealth.

Happiness works as such:
Surplus happiness results in bonuses
Happiness deficit results in penalties

Happiness is based on your total population, your investment in entertainment, Your population's housing quality, Health, Environmental degradation, Propaganda and some other things. Happiness is calculated for factions, not individual bases, here is how:

All factions start out with a base 0 Happiness. Start with this.
Every unit of population reduces happiness by 1 by default.
Every PP invested in improving or damaging morale is worth +/- 1 Happiness for the target faction.
Some base facilities have additional effects. Apply them.
Then comes Ideology modifiers.
Finally, Take health Into account.
Then, you arrive at your final happiness.
This is repeated every turn (but you only have to actually have to redo the calculations when a new factor comes in/old one disappears), happiness does not accumulate over time. This applies for health too.

The Basic bonuses and penalties for happiness will be based on your faction's ideology and the current happiness...

Euphoric: 16+ Happiness. Based on Ideology
Happy: 8-15 Happiness. Based on Ideology
Content: 2 - 7 Happiness, Based on Ideology
Indifferent -1 to 1 Happy. No effects.
Concerned: -7 to -2 Happy, Based on Ideology
Depressed: -19 to - 8 Happy. 1 population per base will refuse to work. 50% less RP gained from research (you can get 0.5 RP).
Rioting: -20 and below. Riots break out in your faction. All research, mining and production facilities shut down (Workers in agriculture and energy do not stop working). Treshold can be lowered by some buildings. Additionally, for every army unit you have in a base, you can force 1 local population to get back to work.

For each of the above happiness level comes a corresponding benefit or penalty. Positive Bonuses stack with other positives and penalties stack with other Negatives. Some Bonuses will depend on what bonuses/penalties you pick from the following lists or you can suggest new ones:

Content / Concerned:

Option one: + Nothing / - Nothing
Option two: +2 / -2 Happiness (That's right, you'll get more happiness for having more happiness).
Option three: +1 Energy / - 1 Energy per quarter (in your first base, in case it matters).
Option four: +1 Health / Cannot declare war on anyone

Happy:

Option 1: 0.5 Free BP every quarter
Option 2: +1 R&D building Limit.
Option 3: Doubled Population Growth.
Option 4: Base cores gain +1 HP and +1 Kinetic Attack.

Euphoric:
O1: Your faction is Immune to Propaganda and you gain Double PP from all sources.
O2: All housing is Maintenance-free. +2 Health
O3: +1 Free RP every quarter. +1 R&D building Limit.


Health:

For every 5 population you have in total, you will gain -1 Health. Hospitals and the likes gives you more Health along with some natural features.

Health works similarly to happiness. Its effects depend on total health score and positive/negative benifits stack.

Immortal ( +10 Health ): +5 Happiness, +1 R&D capacity and 1 R&D facility of your choice costs no energy to run. Double population Growth (for a total of 400%).
Healthy ( 5 to 9 Health ): +3 happiness, Double population growth (optional)
Fine ( 2 to 4 Health ): +2 happiness, +1 population growth.
Okay ( -1 to 1 Health ): No effects
Sick: (-2 to -4 Health): -2 Happiness,
Diseased (-5 to -9): -2 Happiness, No population growth.
Dying (-10 and lower): -2 Happiness, -1 Population every quarter.


MORE RULES OF GREAT IMPORTANCE!

Important additions to the mechanics, Relevant to the start.

Everyone can grab 5 starting Colony Modules for their colony pod. The colony pod will deploy into a base core and the 5 modules will be attached to the colony immediately. Additionally, 10 population will be stored in a cryogenics facility that will last 2 Years. You can wake and put back to sleep population at any time. While sleeping, the population does not consume food or starve.

Geological Scanner
Allows your faction to start on a source of petroleum, HE or Geothermal energy. Also Gives you 1 RP. (one time bonus).

Hydroponics Bay - 1 Space
Deploys into a Hydroponics Facility upon landing. Also Comes with 10 Food.

Laboratory - 1 Space
Generates 1 RP per quarter for the first 2 years without energy use. Can be upgraded into a research facility at the price of 3 BP.

Solar Array - 1 Space
Generates 1 energy per quarter until the discovery of Low-energy Photovoltaics, Then it generates 2 Energy. Gives you 5 RP towards low-energy photovoltaics. (the bonus only applies for the first array).

Infirmary - 1 Space
1 Health and 1 happiness forever.

Database
Gives your faction a free tier 2 Non-desponian tech.

Food Crates -
32 Starting food.

Communications Equipment
Deploys into a Network Link

Mining Equipment:
1 free BP in the first turn, Deploys into a mine.

Habitation Pods.
Deploys into a Habitation Pod.

Unit buildable from the start:
Colony pod.
Costs 5 BP, 1 Population. 1 Move per quarter which costs 1 energy. Can deploy into a base core.
Last edited by Harkback Union on Fri Aug 21, 2015 2:58 am, edited 23 times in total.

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Desponea
Secretary
 
Posts: 27
Founded: Jun 28, 2015
Ex-Nation

Postby Desponea » Sun Jun 28, 2015 3:23 pm

Clock:
RL day 1: Year 1, Turns 1 - 4
RL day 2: Year 2, Turns 5 - 8
Rl day 3: Year 3, Turns 9 - 12
Rl day 4: Year 4, Turns 13 - 16
Rl day 5: Year 5, first 2 quarters, Turns 17 - 18
Rl day 6: Year 5, last 2 quarters, Turns 19 - 20
Rl day 7: Year 6, first 2 quarters, Turns 21 - 22

Coastal Xenofungus and Artic has Xenofungus or arctic biome, not coastal.

BaseID - Base Climate - Owning Faction

1 - Alien Jungle - Bython Union (Pac Kindom)
2 - Coastal - Bython Union (Pac Kindom)
3 - Coastal -
4 - Coastal -
5 - Coastal - Alter (NPC: The Cult of the Planet)
6 - Alien Jungle -
7 - Alien Jungle -
8 - Xenofungus -
9 - Xenofungus - Auricium ISA (Auricium)
10 - Xenofungus (though is coastal) -
11 - Arctic Wasteland - Progeny - The Sons of the Stars
12 - Coastal - Valkara - The Sons of the Stars
13 - Xenofungus -
14 - Xenofungus - Auricium ISA (Auricium)
15 - Jungle -
16 - Coastal - Auricium ISA (Auricium)
17 - Coastal -
18 - Coastal - Salvation's Angels(Burning Sun)
19 - Coastal Xenofungus - Salvation's Angels(Burning Sun)
20 - Xenofungus - Salvation's Angels(Burning Sun)
21 - Coastal -
22 - Arctic Wasteland -
23 - Arctic Wasteland -
24 - Xenofungus -
25 - Coastal -
26 - Coastal -The Dearheart Initiative (Farsview)
27 - Jungle - The Dearheart Initiative (Farsview)
28 - Jungle - The Dearheart Initiative (Farsview)
29 - Coastal -The Dearheart Initiative (Farsview)
30 - Coastal -
31 - Coastal -
32 - Coastal -
33 - Coastal - Immora - The Sons of the Stars
34 - Xenofungus - Farholme - The Sons of the Stars (G-Tech Corporation)
35 - Xenofungus - Prokhor - The Sons of the Stars
36 - Coastal - Academicia - The Sons of the Stars
37 - Coastal Arctic - Bastion - The Sons of the Stars
38 - Xenofungus - Symphony - The Sons of the Stars
39 - Deep Water -
40 - Deep Water -
41 - Deep Water -
42 - Deep Water -
43 - Deep Water - Fathoms - The Sons of the Stars
44 - Deep Water - Depths - The Sons of the Stars
Last edited by Desponea on Sat Sep 12, 2015 8:12 pm, edited 38 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63982
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jun 29, 2015 6:16 am

Fungal Plains, Eastern Landmass, Planet

Slowly the burly grunt worked at the door, opening the inner airlock with the slow grind of pneumatics and balanced cogs. Dmitri internally shuddered to see the crew reduced to cranking the mechanics of his masterpiece like primitives, but the outer atmospheric door had been designed for all eventualities. With the reactor offline and only a single solar array functional it was vital to conserve power wherever possible. At last, however, the seal was broken, and the unfiltered daylight of this new world broke into the colony pod like a dream.

It was redder than home. That was the first thing the colonists commented on, voices crackling over the airwaves within the rebreather helmets of their exosuits. Dmitri let them chatter as they fanned out from the divot the colony pod had carved in the landscape, but made sure every man and woman moved in pairs. This was not a sightseeing tour, and atmospheric scans hadn't precisely pinned down any dangers on this world. There was obviously life, riotous life. Beneath his boots the spongy mat of alien vegetation, a light shade of pink, gave softly. The air was full of spores and bits of vegetation, disturbed by the landing. Alien fungal towers stretched up for math storeys in the distance. The Siberian sucked in a lungful of canned air, then began coordinating efforts to set up the few facilities they had brought from the Harmony.

This was home now. A new home for the Sons of the Stars.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Mon Jun 29, 2015 4:53 pm

Western Coast, The Wedding Ring, Planetside

The geoscanner screamed as the colony pod hurtled towards the ground. It had a harsh angle, which would cushion the fall - hopefully. A series of thrusters and flaps struggled to keep the pod on course, as it wavered awkwardly in the air. At its controls was Professor Leon Salvador de Venetia, its proud navigator, fighting against an autopilot he admittedly did not particularly understand.

"Navigator, T-10 and counting to chute.

T-5. T-4. T-3. T-2. T-1."

The parachute opened. It was an anti-climatic moment. The colony pod shook, taking in a huge amount of air, slowing substantially. The Navigator gave a nod to his current second-in-command, sitting in the Captain's Chair.

It would be another hour until they touched ground, and from there, another quarter of an hour to come to a shuddering stop.

The pod was scratched, dented, and seriously damaged. On the exterior. As its passengers stood, to shake hands, and share witty one-liners, they noted its advanced powerplant whirring into life, outputting as much energy as any powerplant they could build with their current technical knowledge.

Water started to rush in, with silt gathered from the now-murky waters that the pod had dragged along with it. Only for a moment was the crew worried, as the water was quickly redirected by the autopilot into a revealed set of water-tables, shaking out the sand to reveal a shiny green layer.

"Algae. The pod can't handle too much of it, but there might be enough here to synthesize food. The flow of water will add a little extra power to our reactor too, given how large the colony pod is."

The crew shared looks with each other, as Leon sat against the wall. A voice called out from the back.

"Time to unpack."

In moments, the crew was at work.

Not a word was said.

A low humming issued forth, modulating up and down with every creaking noise of the pod, punctuated by the occasional whistle from the humming crew.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

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Camelone
Senator
 
Posts: 3973
Founded: Feb 20, 2015
Inoffensive Centrist Democracy

Postby Camelone » Mon Jun 29, 2015 4:57 pm

Coastal Plains, Future Site of New Jerusalem and Beginning of the Divine Orthodox Empire

The landing was rough, very rough. People and gear were thrown around as the colonial pod was dragged through the sand and vegetation, it was only after everything stopped moving and that Akim was able to finally stand up that he realized that they must have finally landed successfully. He, and several other people, began to pull on the door to open it as something must have been damaged during the landing. Finally the door gave and the colonists saw there new home, many were speechless at the beauty they saw, the sun reflected off the sea as a small wind blew sand across their view. "We have made it." Akim said smiling with satisfaction. Turning back to the pod he reentered it and grabbed a crucifix that was attached to a pole and walked back outside. Planting it into the ground he said "My friends we have been delivered to safety by the grace of God. We have been chosen to establish a divine nation of God's will on this planet. On this land we shall build a New Jerusalem where the word of God will be spread to all corners of this world, where mankind will reestablish itself as God's servant. By God's grace we will thrive!" With his speech ended he heard an echo to his final words "By God's grace!" He smiled at that and looked at all the awakened colonists who filtered out of the pod to hear him speak. "Now let's get the stuff set up." He said walking back over to the pod to help the other colonists set up the gear they grabbed from the Harmony. An empire of God was forming, the Divine Orthodox Empire.
In the spirit of John Tombes, American Jacobite with a Byzantine flair for extra spice
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Shyluz
Negotiator
 
Posts: 6954
Founded: Mar 13, 2015
Ex-Nation

Postby Shyluz » Tue Jun 30, 2015 7:30 am

Northern Fungal Forest, Site of Firsthome Keep, Planet

The pod smashed into the ground with a massive roar as dust spewed into the atmosphere. As the white-hot pod deployed, and the three hundred of the pioneer colonists were brought out of coldsleep, the young looking android wearing an environment suit stepped outside.

After a few moments, the android concluded that the atmosphere was breathable, and he took off the helmet and breathed in the rich atmosphere of the unnamed planet as the colonists stepped outside. He turned to face the bewildered colonists, who were taking off their helms as well.

"Hello. As you can see, we've arrived. My name is Weiss." The boy said with an air of leadership about him.

PP -- 0
Supplies -- 0
Metals -- 3
Energy -- 2
Food -- 11
Petrol -- 0
Heavy Elements -- 0
Medicine -- 0
Wealth -- 0
Population A/T -- 3/10
Happiness -- -2
Health -- 1
Node 13 --
/-- Modules
--/ Surface Mine, Habitation Pod, Infirmary, Laboratory, Hydroponics Bay,

Solar Array, Manufactory
(7/12)
Incomes --
/-- Node 13 --
--/ 5 Food, 3 Metal 2 Energy, 1 RP, 1.5 BP

Techs --
--/ Weapons Production (5/5 RP)
--/ Despoena Geology (2/5 RP) [CR]
--/ Low-Energy Photovoltaics (5/8 RP)
Otherwise known as Nornsmark for official, region-ey things.

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G-Tech Corporation
Khan of Spam
 
Posts: 63982
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 30, 2015 10:44 am

"And I saw that man had come forth from his cradle, and I thought to myself that it was good. Between the planets we swam, sojourners upon a cosmic sea, and all the lights in the sky were new homes for mankind. Between Heaven and Earth is the void, and even though now we have descended again, I know one thing. Man may be a creature of the ground, but he will always truly be a son of the stars." ~ Arch-Fabricant Dmitri Yashnev, Collected Volumes

Landing Plains, Planet

The fungal towers were in bloom, radiant columns of exotic life glistening in their fleshy tones of orange and red upon the horizon. The Arch-Fabricant hung low on his motorbike, exosuit vibrating in the rushing wind as the survey vehicle rumbled over fields of glistening purple and strange colors. It had been a week since the Sons had made planetfall, as the colonists had come to call the event, and in that time they had finally finished unpacking the modules and prefabricated dwellings that had come in the vaulted innards of the colony pod. The pod itself they had converted to a command center for gathering usable resources from the surrounding area. Ahead of Dmitri, between the folds of two magenta hills, he picked out the steam column coming from his destination; his black boot pressed down on the electric vehicle's accelerator, and behind him the rumbling transport carrying the workers revved to keep up. After another two or three jouncing minutes the light mining complex came into sight, glistening surface covered in solar panels. Here the other colonists, the Sons as they had taken to calling themselves, worked on a particularly rich vein of usable metallic ores, extracting them for construction. With no manufacturing base to speak of, these materials would be vital to getting any sort of civilization running between the myriad fungal vortexes of this world. It was a starkly beautiful world, but this area at least was quite inimicable to unprotected human life.

Farholme: Start [4/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory | 10 Food | 0 Hap, 0 Health
Workers: 1 - Base Core [Xf], 2 - Mine, 1 - Hydroponics
Production: 1 BP from Mine unpacking, 2 Metals from Surface Mine, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, 1 RP towards Industrial Core
Maintenance: -2 E from HP and Hydro, -4 Food for Pop
Building: 1 Manufactorium for 1 BP and 1 BS
Farholme: End [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactorum | 11 Food, 3 Metal | 0 Hap, 0 Health

5 RP towards Photovoltaics
1 RP towards Industrial Core


Farholme: Start [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactorum | 10 Food, 3 Metal | 0 Hap, 0 Health
Workers: 1 - Base Core [Xf], 2 - Manufactorum, 1 - Hydroponics
Production: 0.5 BP from Manufactorum, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, 1 RP towards Industrial Core
Maintenance: -2 E from HP and Hydro, -4 Food for Pop, -1 Metal for Manufactorum
Building: 1 Manufactorum @ 0.5 BP
Farholme: End [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactorum | 12 Food, 2 Metal | 0 Hap, -1 Health

5 RP towards Photovoltaics
2 RP towards Industrial Core


"The smoke spewing smelteries and production lines of the Manufactorum are a necessary evil, a needed blight upon the pristine vistas of Planet. One day we shall treat her as we should, but for now sadly our progress requires sacrifice of our ideals. Man has polluted his environment since he started the first cook-fire in the first cave- but I fear this unfortunate state of affairs is one we will struggle to overcome." - Fabricant Xavier Harkas, Report to the Faculty MY1.4.12

Farholme Central Spire, Planet

Along the gangways Dmitri walked, above the smelting vats and purification lines that his friends and fellows labored on. The air stank of hot metal, sweat, and soot, but this was what had to be. So much had been lost in the forced departure from the Harmony, years worth of databanks, all the sum of the knowledge of humanity. Some little of it had survived, but even that which did did not always have the guidance that was necessary. Always the Arch-Fabricant had worked in the confines of an existing economic system, a world-wide web of production, consumption, and resources. Making an economic system from scratch had been a whole new challenge, one he had enjoyed. But the columns of noxious fumes pouring into the atmosphere were an eyesore, and he had had to make a rotation schedule for those individuals allowed to work here- otherwise the health of those exposed to the heat and vapors tended to suffer. Slowly but surely, however, the output of tools and machined metal from this manufacturing center would allow the expansion of the main base, which was the effort underway.

Farholme: Start [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactorum | 12 Food, 3 Metal | 0 Hap, -1 Health
Workers: 1 - Base Core [Xf], 2 - Manufactorum, 1 - Hydroponics
Production: 0.5 BP from Manufactorum, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, Laboratory powered down
Maintenance: -2 E from HP and Hydro, -4 Food for Pop, -1 Metal for Manufactorum
Building: 1 Manufactorum for 1 BP and 1 BS
Farholme: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 13 Food, 3 Metal | 0 Hap, -1 Health

5 RP towards Photovoltaics
2 RP towards Industrial Core


Start [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 2 Unhoused Workers | 13 Food, 3 Metal | 0 Hap, -1 Health
Workers: 1 - Base Core [Xf], 4 - Manufactorum, 1 - Hydroponics
Production: 1 BP from Manufactorums, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics
Maintenance: -2 E from HP and Hydro, -6 Food for Pop, -2 Metal for Manufactorum
Building: 1 BP towards Hydro Plant
Farholme: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 12 Food, 2 Metal | -4 Hap, -7 Health

5 RP towards Photovoltaics
2 RP towards Industrial Core
Last edited by G-Tech Corporation on Wed Jul 01, 2015 6:54 am, edited 4 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 30, 2015 2:37 pm

01.02.2150.

As the colonist of the harmony are surprised to awaken on this mysterious planet. This is not the place where they expected awaken. Regardless, they are fascinated by the new world and are ready to face any challenges.

Image

Effects:
8 unhappiness is ignored during the first 8 quarters.

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Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Jun 30, 2015 2:39 pm

Reichkremlin, Nova Antartica (Southern Polar Region)

The pod thudded into the ground, the emergency landing rockets whining as their fuel supplies ran dry just before impact. After leaving a trench a few meters long carved in the dirt and mud, lights flickered on across the pod as a hatch in the top swung open, and Ekaterina poked her head, sealed inside an environment suit, out.

After letting the suit get a decent reading of the atmosphere, and concluding that it was cold although breathable, she pulled the helmet off and climbed out.

"We've got a lot of work to do..." She muttered as she gazed around the colony crash site at the barren wasteland. She climbed back up the ladder on the side of the pod before shouting back inside. "All clear! Begin unloading the equipment, we have shit to build people."

Initial Colony Modules:
Solar Array 
Geological Sensors
Mining Pod
Habitation Block
Hydrophonic Farms


Modules (4/12): Habitation Pod (3/3) (-1 E) | Surface Mine (2 P) (+ 2 M) | Hydrophonic Farms (1 P) (-2 E) (+ 4 F)  | Base Core (1/1) (1 P) (2 E, 1 M) | Solar Array (1 E)

Production: 1 BP from Mine Unpacking
Manufactory (1 BP)

Reserves:
10 Food

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (-0) (-4 P, -1 H) (+5 GB)
Health (-1) (Wasteland)


Modules (5/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)

Production: 0.5 BP (1 Manufactory)
Wind Farm (1/4)

Reserves (at start of turn):
11 Food
3 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (0) (-4 P, -2 H) (+6 GB)
Health (-2) (Wasteland + Manufactory)


Modules (5/12): Habitation Pod (3/3) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)

Production: 0.5 BP (1 Manufactory)
Wind Farm (2/4)

Reserves (at start of turn):
11 Food
3 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (0) (-4 P, -2 H) (+6 GB)
Health (-2) (Wasteland + Manufactory)


Modules (5/12): Habitation Pod (3/3) (-1 E)| Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)

Production: 0.5 BP (1 Manufactory)
Wind Farm (3/4)


Reserves (at start of turn):
11 Food
3 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (0) (-4 P, -2 H) (+6 GB)
Health (-2) (Wasteland + Manufactory)
Last edited by Lunas Legion on Wed Jul 01, 2015 8:03 am, edited 5 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Tue Jun 30, 2015 5:11 pm

DRAFT

Geoscanner - 1 RP to start
1 Habitation Pod - 3 Pop, for -1 Energy
Base Facility - 1 Pop, 3 Food, 2 Energy
Hydroponics - +4 Food for 1 Worker, -1 Energy
Surface Mine - +2 Metal for 2 Workers/1 Worker 1 Energy

Quarter 1:

0/2 Energy (+2 Base Facility) (-1 Hydroponics, -1 Habitation Pod)
4/7 Pop (+1 Base Facility, +3 Habitation Pod, +3 Homeless) (-2 Surface Mine, -1 Hydroponics)
4 Laborers - +0.4 BP
+0/7 Food (+3 Base Facility, +4 Hydroponics), (-7 Pop)
+2 Metal (2 Metal)
+1 RP (1 RP)

1 BP - Manufactory (2 Workers, 1 Metal for 0.5 BP)
0.4 BP - Manufactory 2

Quarter 2:

0/2 Energy (+2 Base Facility) (-1 Hydroponics, -1 Habitation Pod)
2/7 Pop (+1 Base Facility, +3 Habitation Pod, +3 Homeless) (-2 Manufactory, -2 Surface Mine, -1 Hydroponics)
1 Manufactory, 2 Laborers - +0.7 BP
+0/7 Food (+3 Base Facility, +4 Hydroponics), (-7 Pop)
+1 Metal (3 Metal)
(1 RP)

1 BP - Manufactory 2 (2 Workers, 1 Metal for 0.5 BP)
0.1 BP - Habitation Pod

Quarter 3

0/2 Energy (+2 Base Facility) (-1 Hydroponics, -1 Habitation Pod)
0/7 (+1 Base Facility, +3 Habitation Pod, +3 Homeless) (-2 Manufactory 1, -2 Manufactory 2, -2 Surface Mine, -1 Hydroponics)
2 Manufactories +1 BP
+0/7 Food (+3 Base Facility, +4 Hydroponics), (-7 Pop)
+0 Metal (3 Metal)
+0 RP (1 RP)

1 BP - Wind Farm on Hydroponics
0.1 BP - Habitation Pod

Quarter 4

0/3 Energy (+2 Base Facility, +1 Wind Farm) (-1 Hydroponics, -1 Habitation Pod, -1 Surface Mine)
1/7 (+1 Base Facility, +3 Habitation Pod, +3 Homeless) (-2 Manufactory 1, -2 Manufactory 2, -1 Surface Mine, -1 Hydroponics)
1 Laborer, 2 Manufactories +1.1 BP
+0/7 Food (+3 Base Facility, +4 Hydroponics), (-7 Pop)
+0 Metal (3 Metal)
+0 RP (1 RP)

1 BP - Wind Farm 2
0.2 BP - Habitation Pod
Last edited by The Grim Reaper on Tue Jun 30, 2015 7:53 pm, edited 1 time in total.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

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Camelone
Senator
 
Posts: 3973
Founded: Feb 20, 2015
Inoffensive Centrist Democracy

Postby Camelone » Tue Jun 30, 2015 7:35 pm

Akim finally looked over everything that was set up and what was brought from the ship and nodded his head in approval "Everything is coming along nicely. We will most likely thrive on this island. How blessed are we to have landed on an island and have so many natural barriers. Now where are those reports?" He said to himself as he grabbed the reports and began sorting things to his liking in a way that he believed the colony would thrive in as he was unanimously given supreme power by the colonists so he set about establishing a cabinet and began dividing power up based on merit. This land shall thrive it is New Jerusalem so it must thrive and become the envy of the world.
Colonial Modules-
Solar Array
Laboratory
Mining Equipment
2 Habitation Pods

Base Core Production of Node 5 (New Jerusalem)
2 energy and 3 food


Quarter 1:
5/12 Build Spaces, Solar Array (+1 Energy), Laboratory (1RP), Surface Mine (-1 Energy, Employs 1 or 2 Workers), 2 Habitation Pods (House 6 Population, -2 Energy)
Building- 0/1 Manufactury 1 BS
Research- 1/5 Despoena Botanics
5 RP towards low-energy photovoltaics
Maintenance- -3 Energy, Food -5
Production- 3 Energy, 9 Food, Metals 2, Wealth 0, Supplies 0, Petrol 0, Heavy Elements 0, 0 PP, 1 RP, 0 BP
Health and Happiness- 0 Health, 0 Happiness
Population- 5 awake, 1 in Base, 1 Surface Mine, 3 Scavengers (+6 Food)


Quarter 2:
6/12 Build Spaces, Solar Array (+1 Energy), Laboratory (1RP), Surface Mine (-1 Energy, Employs 1 or 2 Workers), 2 Habitation Pods (House 6 Population, -2 Energy), Manufactory (Employs 2 Workers and -1 Metal)
Building- 0/2 Wind Farm 1 BS
Research- 2/5 Despoena Botanics
5 RP towards low-energy photovoltaics
Maintenance- 3 Energy, 6 Food, 1 Metal
Production- 2 Energy, 7 Food, Metals 2, Wealth 0, Supplies 0, Petrol 0, Heavy Elements 0, 0 PP, 1 RP
Health and Happiness- -1 Health, -1 Happiness
Population- 6 awake, 1 in Base, 1 Surface Mine, 2 Scavengers (+4 Food), 2 Manufactory


Quarter 3:
6/12 Build Spaces, Solar Array (+1 Energy), Laboratory (1RP), Surface Mine (-1 Energy, Employs 1 or 2 Workers), 2 Habitation Pods (House 6 Population, -2 Energy), Manufactory (Employs 2 Workers and -1 Metal)
Building- 0.5/2 Wind Farm 1 BS
Research- 3/5 Despoena Botanics
5 RP towards low-energy photovoltaics
Maintenance- 3 Energy, 6 Food, 1 Metal
Production- 3 Energy, 7 Food, Metals 2, Wealth 0, Supplies 0, Petrol 0, Heavy Elements 0, 0 PP, 1 RP
Health and Happiness- -1 Health, -1 Happiness
Population- 6 awake, 1 in Base, 1 Hydroponics, 2 Scavengers (+4 Food), 2 Manufactory


Quarter 4:
6/12 Build Spaces, Solar Array (+1 Energy), Laboratory (1RP), Surface Mine (-1 Energy, Employs 1 or 2 Workers), 2 Habitation Pods (House 6 Population, -2 Energy), Manufactory (Employs 2 Workers and -1 Metal)
Building- 1/2 Wind Farm 1 BS
Research- 4/5 Despoena Botanics
5 RP towards low-energy photovoltaics
Maintenance- 3 Energy, 6 Food
Production- 3 Energy, 7 Food, Metals 2, Wealth 0, Supplies 0, Petrol 0, Heavy Elements 0, 0 PP, 1 RP
Health and Happiness- -1 Health, -1 Happiness
Population- 6 awake, 1 in Base, 1 Hydroponics, 2 Scavengers (+4 Food), 2 Manufactory
Last edited by Camelone on Wed Jul 01, 2015 8:41 am, edited 1 time in total.
In the spirit of John Tombes, American Jacobite with a Byzantine flair for extra spice
I am... the lurker!
Ave Rex Christus!

Pro: The Social Kingship of Christ, Corporatism, Distributism, Yeomanrism, Tradition based Christianity, High Tory, Hierarchy, vanguard republicanism, Blue Laws, House of Wittelsbach, House of Iturbide, House of Kalākaua
Neutral: Constitutions, Guild Socialism, Libertarianism, Constitution Party, monarchism
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Farsview
Envoy
 
Posts: 206
Founded: Mar 18, 2011
Ex-Nation

Postby Farsview » Tue Jun 30, 2015 10:19 pm

Dearheart Initiative: Space 28, Jungle: +5 Food, +1 Energy, -1 Health
Victoria sat very still in her chair in the Officer's Quarters. Every tiny movement seemed to shake the entire remains of the ship. Judging by the environmental readings (combined with the observations from the window), the pod was stuck in a tree, in the middle of a god-forsaken jungle. Anyways, Victoria didn't have time to curse her luck (or her poor flying skills). She slowly made her way to the on board communications center, moving like each step could set off an avalanche.

When she finally made it, she took a sigh of relief. Turning to the computer, she then checked with the leaders of the other sections of the ship.
"Housing pod ok, over"
"Energy pod, ok, over"
"Production pod, messy but ok, over"
Then there was a long silence.
"Cryo Bay, damaged, over"
Victoria then grabbed the microphone, "Officer Quarters, can Cryo Bay perform damage assessment, over"
"Cryo Bay, assessment underway, population pods seem stable, but damage indicated on power source."
Damn, Victoria thought to herself. It is just one problem after another. At least the pods have a energy supply for four years, and the environment is ideal to earth plants... But first things first, how do I get down from this DAMN TREE?!

Infirmary: 1+ Health, +1 Happy
Solar Array x2: +1 Energy, +5 RP Photovoltaics
Habitation Pod: 3 Housing, -1 Energy
Mining Equipment: 1 Mine, 1 BP

Year 1: Year of the Landing
Year 1 Quarter 1
Initial Stats: Energy: 1, Food: +5, -1 Health, 1 BP
Population: 5 (1 Center, 3 Habitation Pod, 1 Homeless)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Workers, 2 Energy: 2 Metal
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Actions:
Build Manufactory (-1 BP)
3 Workers as Laborers: +.3 BP
Net: Energy: 0, Food: 0 (0 Now Stored), 2 Metal, .3 BP towards Slums

Happy Calculations: Health Calculations:
Pop: -5 Pop: -1
Manu: -1 Manu:-1
Health:-2 Jungle: -1
Infirmary: +1 Infirmary: +1
Other: +8 max 0, -2 Other: -2
Net: -1 Net: -4

Year 1 Quarter 2
Initial Stats: Energy: 1, Food: +5, 2 Metal, -1 Health, .3 BP towards Slums
Population: 4 (1 Center, 3 Habitation Pod)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: N/A
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, 1 Metal: .5 BP
Actions:
1 Workers as Laborers: +.1 BP
Net: Energy: +2, Food: +1 (1 Now Stored), 1 Metal, .9 BP towards Slums

Happy Calculations: Health Calculations:
Pop: -4 Pop: 0
Manu: -1 Manu:-1
Health:0 Jungle: -1
Infirmary: +1 Infirmary: +1
Other: +8, Other: 0
Net: +1 Net: -1

Year 1 Quarter 3
Initial Stats: Energy: 1, Food: +5, 1 Metal, -1 Health, .9 BP towards Slums
Population: 4 (1 Center, 3 Habitation Pod)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: N/A
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, 1 Metal: .5 BP
Actions:
1 Workers as Laborers: +.1 BP
Net: Energy: +2, Food: +1 (2 Now Stored), 0 Metal, 1.5 BP towards Slums

Happy Calculations: Health Calculations:
Pop: -4 Pop: 0
Manu: -1 Manu:-1
Health:0 Jungle: -1
Infirmary: +1 Infirmary: +1
Other: +8 max 0, Other: 0
Net: +1 Net: -1

Year 1 Quarter 4
Initial Stats: Energy: 1, Food: +5, -1 Health, 1.5 BP towards Slums
Population: 5 (1 Center, 3 Habitation Pod, 1 Homeless)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Worker, 2 Energy
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: N/A
Actions:
3 Workers as Laborers: +.3 BP
Net: Energy: +2, Food: +1 (3 Now Stored), 2 Metal, 1.8 BP towards Slums
Happy Calculations: Health Calculations:
Pop: -5 Pop: -1
Manu: -1 Manu:-1
Health:-2 Jungle: -1
Infirmary: +1 Infirmary: +1
Other: +8 max 0, -2 Other: -2
Net: -1 Net: -4

5/10 RP Low-energy Photovoltaics
Last edited by Farsview on Sun Jul 12, 2015 3:30 pm, edited 9 times in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 30, 2015 11:55 pm

01.02.2150

By the evening of the 2nd day on Desponea, the Colonists of Harmony came to a shocking realization... As an unexpected side-effect of Cryostasis, the majority of them forgot a great deal of valuable knowledge. While they do remember everyday things like their names and earth, they can't recall why they left their home and what skills they had, although occaisonally an old memory surfaces in their mind.

Image
What's all this good for?

Thinkers Generate 0.2 RP towards Tier 1 techs.
Last edited by Harkback Union on Wed Jul 01, 2015 6:22 am, edited 2 times in total.

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Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Wed Jul 01, 2015 6:17 am

WIP

Bython: Start [4/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E],4.5.6.7.8.9.10.11,Laboratory | 10 Food | 0 Hap, 0 Health, Pop (Active/Cryo): 4/10
Workers: 1 - Base Core [Coastal], 2 - Mine, 1 - Hydroponics
Production: 1 BP from Mine unpacking, Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 2 Metals from Surface Mine, ,4 Food from Hydroponics, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and HB, -4 Food for Pop
Building: 1 Manufactorium for 1 BP and 1 BS, 1 RP towards Industrial Core

Bython: End [5/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 13 Food, 2 Metal, 0 BP | 0 Hap, 0 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(2/5)
Tier 3 Photovoltaics (5/10)


Bython: Start [5/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 13 Food, 2 Metal,0 BP | 0 Hap, 0 Health, Pop (Active/Cryo): 4/10
Workers: 1 - Base Core [Coastal], 1 - Mine, 2 – Manufactorum
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 1 Metals from Surface Mine, 0.5 BP from Manufactorum, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and Man, -1 Metal for Man, -4 Food for Pop
Building: 1 RP towards Industrial Core,
Bython: End [5/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 12 Food, 2 Metal,0.5 BP | 0 Hap, -1 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(2/5)
Tier 3 Photovoltaics (5/10)


Bython: Start [5/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 12 Food, 2 Metal,0.5 BP | 0 Hap, -1 Health, Pop (Active/Cryo): 4/10
Workers: 1 - Base Core [Coastal], 1 - Mine, 2 – Manufactorum
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 1 Metals from Surface Mine,0.5 BP from Manufactorum, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and Man, -1 Metal for Man, -4 Food for Pop
Building: 1 RP towards Industrial Core,

Bython: End [5/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 11 Food, 2 Metal,1 BP | 0 Hap, -2 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(3/5)
Tier 3 Photovoltaics (5/10)


Bython: Start [5/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 11 Food, 2 Metal,0.5 BP | 0 Hap, -2 Health, Pop (Active/Cryo): 4/10
Workers: 1 - Base Core [Coastal], 1 - Mine, 2 – Manufactorum
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 1 Metals from Surface Mine,0.5 BP from Manufactorum, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and Man, -1 Metal for Man, -4 Food for Pop
Building: 1 RP towards Industrial Core,

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 10 Food, 2 Metal,1.5 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(4/5)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.5.6.7.8.9.10.11,Laboratory | 10 Food, 2 Metal,1.5 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10
Workers: 1 - Base Core [Coastal], 2 - Manufactorum, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 0.5 BP from Manufactorum ,4 Food from Hydroponics, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and HB, -4 Food for Pop
Building: 1 Slums for 2 BP and 1 BS, 1 RP towards Industrial Core

Bython: End [7/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 9 Food, 1 Metal, 0 BP | 0 Hap, -4 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(5/5)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Slums[0/10], Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 9 Food, 1 Metal,1.5 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 2 - Mine, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 2 Metals from Surface Mine, ,4 Food from Hydroponics, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and HB, -4 Food for Pop
Building: 1 RP towards Materials Science

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 12 Food, 3 Metal, 0 BP | 0 Hap, -4 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(5/5),
Tier 2 Desponea Hydrology(1/8)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Slums[0/10], Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 12 Food, 3 Metal,1.5 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 2 - Mine, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 2 Metals from Surface Mine, ,4 Food from Hydroponics, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and HB, -4 Food for Pop
Building: 1 RP towards Materials Science

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 15 Food, 5 Metal, 0 BP | 0 Hap, -4 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(5/5),
Tier 2 Desponea Hydrology (2/8)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Hydroponics Bay, Slums[0/10], Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 15 Food, 5 Metal,1.5 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 2 - Mine, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 2 Metals from Surface Mine, ,4 Food from Hydroponics, 1 RP from Laboratory
Maintenance: -3 E from HP, SM and HB, -4 Food for Pop
Building: 1 RP towards Materials Science

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 18 Food, 7 Metal, 0 BP | 0 Hap, -4 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(5/5)
Tier 2 Desponea Hydrology (3/8)
Tier 3 Photovoltaics (5/10)
Last edited by Pac Kindom on Thu Jul 16, 2015 9:41 am, edited 8 times in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

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G-Tech Corporation
Khan of Spam
 
Posts: 63982
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jul 01, 2015 10:05 am

"As we look forward, we must also look back. Beware of those who champion progress and civilization above the rights of their fellow men, for in their hearts they dream themselves your masters." - Provost Jeremiah Hoar, Essays on the New World

Indinar Riverway, Farholme, Planet

Dmitri looked down on the ramshackle dwellings of the laborers, and he sighed. Even though industrial output was up immensely over the last year, they had still not found the man-hours to house everyone in a reasonable way. These Sons staunchly lived in mere hovels upon the cleared portions of the fungal plain about their construction project, a sacrifice he talked up in the media, but one he knew many of them would rather do without. Sanitation was not all it could be, and many of those here were well-nourished, but looked tired and haggard. Sleeping on makeshift mats and emergency blankets couldn't be a way to spend one's life. But this was a frontier economy- it would take time to get all the pieces in place, as he told petitioners whenever they came to him. The dam rose in the distance, a magnificent edifice of blastcrete and milisteel. Once it was completed, he hoped, life could take a turn for the better.

Start [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 12 Food, 2 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 4 - Manufactorum, 1 - Surface Mine
Production: 1 BP from Manufactorums, 1 Metal 1 Food 1 E from Base Core, 2 Metal from Surface Mine
Maintenance: -2 E from HP and Mine, -6 Food for Pop, -2 Metal for Manufactorum
Building: 1 BP towards Heavy Industrial Plant upgrade
Farholme: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 7 Food, 3 Metal | -4 Hap, -7 Health

Industrial Core researched
5 RP towards Photovoltaics


Start [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 7 Food, 3 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 4 - Manufactorum, 1 - Hydroponics
Production: 1 BP from Manufactorums, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics
Maintenance: -2 E from HP and Hydro, -6 Food for Pop, -2 Metal for Manufactorum
Building: 1 BP towards Heavy Industrial Plant Upgrade
Farholme: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 6 Food, 2 Metal | -4 Hap, -7 Health

2 RP towards Industrial Core
5 RP towards Photovoltaics


"The hum of the research engines is obnoxious to some, a grating harsh noise, decibels too loud to be ignore and too soft to lodge a formal complaint about. I find this point of view shortsighted. While the dataspinners and supercomputers certainly are a bit vociferous when running, sleeping around them has never been an issue for me. It is a case of the mind and the body being in accord- though my body does not approve of the cranking throb of research, it is merely a chariot of the mind. And my mind knows our refurbished laboratory is the path to enlightenment." - Research Assistant Valiky Harmitov, Response to Noise Complaint filed M2.11.12

Common Area, Tertiary Hab Block "Wuthering Heights", Farholme

Noonmeal was taken together, communally distributed from the main kitchens of the Hub. Not much to look at, a yellow meringue that tasted vaguely of lemons, it was still enjoyed by many with a topping of a sugar-filled confectionary spun into a whipped layer. Not exactly the solid food and nutripaste many had been used to in the crowded conditions of old Earth, but it had every scrap of vitamins and minerals the body needed to function, and wasn't unpleasant. Dmitri consumed his portion with the rest of them, chatting with and getting to know some of the new folks that had just been thawed out of cryo. Many of the tired workers had been returned to the vats, their services unnecessary for a time. With the dynamos and turbines of the New Progeny dam humming away and stuffing the grids with energy, the refurbished laboratory was ready to go to work. It wasn't much compared to what many of these scientists had dealt with, but augmenting the automated scanning and analysis protocols had eventually yielded a facility we could eventually use to make some real progress at understanding Planet.

Start [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactorum | 6 Food, 2 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 4 - Manufactorum, 1 - Hydroponics
Production: 1 BP from Manufactorums, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics
Maintenance: -2 E from HP and Hydro, -6 Food for Pop, -2 Metal for Manufactorum
Building: Heavy Industrial Plant Upgrade complete
Farholme: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant | 5 Food, 1 Metal | -4 Hap, -7 Health

2 RP towards Desponea Botanics
5 RP towards Photovoltaics
Industrial Core


Start [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Industrial Plant | 5 Food, 1 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 2 - HIP, 1 - Hydroponics, 2 - Mine
Production: 1 BP from HIP, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, 2 Metal from Mine
Maintenance: -2 E from HP and Hydro, -6 Food for Pop, -2 Metal for HMP
Building: 1 BP towards Hydroplant [3/4]
Farholme: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant | 4 Food, 2 Metal | -4 Hap, -7 Health

3 RP towards Botanics
Industrial Core
5 RP towards Photovoltaics
Last edited by G-Tech Corporation on Wed Jul 01, 2015 1:57 pm, edited 4 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Dixmix
Ambassador
 
Posts: 1187
Founded: Apr 22, 2015
Ex-Nation

Postby Dixmix » Wed Jul 01, 2015 10:38 am

Year 1,
Lordfall


It was time, the pod had finally came into the atmosphere of the planet and turned into a fireball that burned with many others. They retro thrusters had just been able to keep the shielding from melting off the pod before they hit the surface of the planet. The parachutes were gone and torn from the pod. The only thing that they saw was the spores in the air being kicked up and the purple forest. The first to walk was Jeremiah and he could barely breath with the spores in his lungs.

He instructed everyone to take the necessities and get the equipment out and soon they unload the equipment into the core. From this people had chosen a leader, which was the first person to be awake. Jeremiah never had a leadership position but it was true that they needed someone. He needed something to guide him as well, it was then the idea of the retro-futurism books he kept with will be the guide of the people.

From here the city of Gatsby was born in the eyes of Yesterday and their new step in the face of a new world.
First quarter Year 1

Gatsby was founded( Base Core built)
Habitation Pod made( 0/3)
Infirmary Equipment( Deploys Infirmary)
Hydroponics Equipment( Deploys Farm)
Solar Array Equipment( deploys Solar Array)
Mining Equipment( deploys mine)



Gatsby: Start [4/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory | 10 Food | 0 Hap, 0 Health
Workers: 1 - Base Core [Xf], 2 - Mine, 1 - Hydroponics
Production: 1 BP from Mine unpacking, 2 Metals from Surface Mine, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, 1 RP towards Industrial Core
Maintenance: -2 E from HP and Hydro, -4 Food for Pop
Building: 1 Manufactory for 1 BP and 1 BS
Gatsby: End [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactory | 11 Food, 3 Metal | 0 Hap, 0 Health
Tech: Low-Energy Photvaultics(5/10) Industrial Core(1/5)

Second Quarter

The building of Gatsby had made the first great hand of their people. They had became near self-sufficient and have not made contact with any other faction. This was good for once they did then they would have to make their people have to fight and such. There leader needed time to focus on trying to make a culture but they needed to survive or they will die. The people started to work on trying to find ways to succeed in the ways of agriculture and make their survival much better.

Gatsby: Start [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactory | 10 Food, 3 Metal | 0 Hap, 0 Health
Workers: 1 - Base Core [Xf], 2 - Manufactory, 1 - Hydroponics
Production: 0.5 BP from Manufactory , 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, 1 RP towards Industrial Core
Maintenance: -2 E from HP and Hydro, -4 Food for Pop, -1 Metal for Manufactory
Building: 1 Manufactory @ 0.5 BP
Gatsby: End [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactory | 12 Food, 2 Metal | 0 Hap, -1 Health

5 RP towards Photovoltaics
2 RP towards Industrial Core

Quarter 3 Year 1

Gatsby: Start [5/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, Manufactory | 12 Food, 3 Metal | 0 Hap, -1 Health
Workers: 1 - Base Core [Xf], 2 - Manufactory , 1 - Hydroponics
Production: 0.5 BP from Manufactory, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, Laboratory powered down
Maintenance: -2 E from HP and Hydro, -4 Food for Pop, -1 Metal for Manufactory
Building: 1 Manufactory for 1 BP and 1 BS
Gatsby: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactory | 13 Food, 3 Metal | 0 Hap, -1 Health

5 RP towards Photovoltaics
3 RP towards Industrial Core

Quarter 4 Year 1

Economics, the building blocks of Yesterday. Our parents of the Old World struggle and they hated to work. The need of the City had two wake 2 more from their endless sleep in order to work for Gatsby. The network must grow, it is how Yesterday was founded upon. We even shut down our power to the laboratory to feed the metal giant that is progression. We must remember that we have to keep building and to find our way for the wealth of the planet will be with us. Now we must feed the energy of the steel beast that help us build. We must harness the power of the wind in order to meet the basic needs.



Gatsby [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactory | 2 Unhoused Workers | 13 Food, 3 Metal | 0 Hap, -1 Health
Workers: 1 - Base Core [Xf], 4 - Manufactory , 1 - Hydroponics
Production: 1 BP from Manufactory , 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics
Maintenance: -2 E from HP and Hydro, -6 Food for Pop, -2 Metal for Manufactory
Building: 1 BP towards Wind Farm
Gatsby: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactories | 12 Food, 2 Metal | -4 Hap, -7 Health

5 RP towards Photovoltaics
4 RP towards Industrial Core

Year 2

The first year has brought forth both good and bad things. The production was good but people lived in shacks outside of the fumes of industry. The wind farms that were done and the laboratory was turned on. However, there was the idea of making a slum. It wasn't pretty, but it had to do, but then they could keep building the wind farms in order to build more in the eyes of progress. It was the best they could do.

Quarter 1, Year 2
Gatsby [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactories | 12 Food, 2 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 4 - Manufactories , 1 - Surface Mine
Production: 1 BP from Manufactories , 1 Metal 1 Food 1 E from Base Core, 2 Metal from Surface Mine
Maintenance: -2 E from HP and Mine, -6 Food for Pop, -2 Metal for Manufactories
Building: 1 BP towards Wind Farm [2/2]
Gatsby: End [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactories | 7 Food, 3 Metal | -4 Hap, -7 Health

5 RP towards Industrial Core
5 RP towards Photovoltaics

Quarter 2, Year 2
Gatsby [7/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactories, Wind Farm | 7 Food, 3 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 4 - Manufactories , 1 - Hydroponics
Production: 1 BP from Manufactories , 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics
Maintenance: -3 E from HP, Hydro, Lab , -6 Food for Pop, -2 Metal for Manufactories
Building: 1 BP towards Hydro farm [1/2]
Gatsby: End [7/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 2 Manufactories, Wind Farm | 6 Food, 2 Metal | -4 Hap, -7 Health

1 RP towards Desposina Botnics
5 RP towards Photovoltaics
Last edited by Dixmix on Wed Jul 01, 2015 10:44 am, edited 2 times in total.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Jul 01, 2015 10:43 am

Reichkremlin, Nova Antartica (Southern Polar Region)

Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)

Production: 0.5 BP (1 Manufactory)
Wind Farm (4/4)

Reserves (at start of turn):
11 Food
3 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (0) (-4 P, -2 H) (+6 GB)
Health (-2) (Wasteland + Manufactory)


Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Wind Farm (+1 E)

Production: 0.5 BP (1 Manufactory)
Manufactory (1/2)

Reserves (at start of turn):
11 Food
3 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (0) (-4 P, -2 H) (+6 GB)
Health (-2) (Wasteland + Manufactory)


Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Wind Farm (+1 E)

Production: 0.5 BP (1 Manufactory)
Manufactory (2/2)

Reserves (at start of turn):
11 Food
3 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 4/10 (-4 F)
Happiness (0) (-4 P, -2 H) (+6 GB)
Health (-2) (Wasteland + Manufactory)


Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)| Wind Farm (+1 E)

Production: 1 BP (2 Manufactories)
Wind Farm (1/2)

Reserves (at start of turn):
11 Food (-2)
3 Metal (-1)

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 6/10 (-6 F)
Happiness (-2) (-8P, -2 H) (+8 GB)
Health (-6) (Wasteland + 2 Manufactory + 2 Unhoused P)
Last edited by Lunas Legion on Thu Jul 02, 2015 10:26 am, edited 3 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Kolvartia
Attaché
 
Posts: 75
Founded: Mar 31, 2014
Ex-Nation

Postby Kolvartia » Wed Jul 01, 2015 11:16 am

(Got a lot of errors so I'll have to reset, please ignore this, I'll post the error-free one later)
Last edited by Kolvartia on Fri Jul 03, 2015 11:10 am, edited 8 times in total.

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Farsview
Envoy
 
Posts: 206
Founded: Mar 18, 2011
Ex-Nation

Postby Farsview » Wed Jul 01, 2015 9:31 pm

Dearheart Initiative: Space 28, Jungle: +5 Food, +1 Energy, -1 Health
Year 2: Year of Remembrance
Year 2 Quarter 1
Initial Stats: Food: +5 (2 stored), 2 Metal, 1.8 BP towards slums, Happy: -5
Population: 4 (1: Center, 3 Habitation Pod)
Buildings:
Infirmary: +1 Health, +1 Happy
Solar Array x2: +1 Energy each
Habitation Pod: 3 Housed, -1 Energy
Mine: N/A
Manufactory: 2 Workers, 1 Metal= .5BP, -1 Happy, -1 Health

Actions:
1 Worker as laborer: 0.1 BP
Slums Built

Net: 1 Energy, Food +1 (2 stored), 1 Metal, Health, -1, Happy: 0(-4 Happy, +8 'Spirit') .4 BP towards Sanitation System

Year 2 Quarter 2
Initial Stats: Energy: +3, Food: +5 (2 Stored), 1 Metal, .4 BP towards Sanitation System, -1 Health
Population: 8 (1 Center, 3 Habitation Pod, 4 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Workers, 2 Energy: 2 Metal
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, Metal: 0.5 BP, -1 Happy, -1 Health
Slum: Houses 4 people: -4 happy (one extra per person), -1 health

Actions:
2 Workers as Scavengers: +4 Food
2 Workers as Builders: +.2 RP

Sanitation System Built
Net: Energy: 0, Food: +1 (3 Stored), 2 Metal, .1 BP towards Secret Project, Health: -3
Workers: -8 Happy
Slums: -4 Happy
Health: -2 Happy
Infirmary: +1 Happy
Manufactory: -1 Happy
'Spirit': +8 Happy
Net: -6, Cannot Declare War

Year 2 Quarter 3
Initial Stats: Energy: +3, Food: +5 (3 Stored), 2 Metal, .1 BP towards Secret Project, -1 Health
Population: 8 (1 Center, 3 Habitation Pod, 4 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Workers, 2 Energy: 2 Metal
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, Metal: 0.5 BP, -1 Energy, -1 Health
Slum: Houses 4 people: -4 happy (1 extra per person), -1 health
Sanitation System: N/A

Actions:
2 Workers as Scavengers: +4 Food
2 Workers as Builders: +.2 RP

Net: Energy: 0, Food: +1 (4 Stored), 3 Metal, .8 BP towards Secret Project, Health: -3
Workers: -8 Happy
Slums: -4 Happy
Health: -2 Happy
Infirmary: +1 Happy
'Spirit': +8 Happy

Net: -6, Cannot Declare War

Year 2 Quarter 4
Initial Stats: Energy: +3, Food: +5 (2 Stored), 3 Metal, .8 BP towards Secret Project, -1 Health
Population: 8 (1 Center, 3 Habitation Pod, 4 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Workers, 2 Energy: 2 Metal
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, Metal: 0.5 BP, -1 Happy, -1 Health
Slum: Houses 4 people: -4 happy (1 extra per person), -1 health
Sanitation System: N/A

Actions:
2 Workers as Scavengers: +4 Food
2 Workers as Builders: +.2 BP

Net: Energy: 0, Food: 0 (2 Stored), 4 Metal, 1.5 BP towards Secret Project, Health: -3
Workers: -8 Happy
Slums: -4 Happy
Health: -2 Happy
Infirmary: +1 Happy
'Spirit': +8 Happy

Net: -6, Cannot Declare War
Last edited by Farsview on Sun Jul 12, 2015 3:22 pm, edited 6 times in total.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Wed Jul 01, 2015 11:28 pm

Damaged Equipment.

Image


Laboratory personel across the planet report that large quantities of research equipment have become faulty over the years. Appearantly, Desponia's regular lightningstorms have played a large role in this. The remaining supplies and light equipment are still in working order however...

Laboratories now cost 3 BP to upgrade to Research facilities.
Last edited by Harkback Union on Wed Jul 01, 2015 11:29 pm, edited 1 time in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63982
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Jul 02, 2015 9:25 am

"The energy companies of yesterday bear only a slight resemblance to the commercial enterprises of today. But there is an amusing note that we have come upon in our historical records; once upon a time, the energy suppliers were called the Power Company. Nowhere else is this truer than Planet- control over this world's energetic resources will win us control of her future. The Power Company, in truth, will barter power. Not electric, but of the far more potent kind." - Foreman Kalin Garitov, Statement of Purpose of the Great Dam

New Progeny Damn, Farholme Territory, Estlund

Along the top of the immense edifice the reviewing party walked, some of them goggle-eyed at the sheer volume of water that poured through the sluices of the vast construction. Behind the concrete barrier a large pool of deep blue water spilled up the valley- it had disrupted the terrain by inundating fungal stands and waving stalk fields, but in its depths the strange creatures of Planet flourished. From time to time the astute eye could see psar-porpoises frolicking, antennae wavering in the air as they leapt near sunken mushrum growths, a nice tableau during the morning sunrise. Larger than the Three Gorges Dam of old Earth, the New Progeny would provide the power that the electricity intensive contraptions of Farholme and her spire required, the doorway to a better future. Man and his ability to shape the world to his needs would tame Planet, cherish it, and co-exist with it. This was the province of the Sons of the Stars.

Start [6/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant | 4 Food, 2 Metal | -4 Hap, -7 Health
Workers: 1 - Base Core [Xf], 2 - HIP, 1 - Hydroponics
Production: 1 BP from HIP, 1 Metal 1 Food 1 E from Base Core
Maintenance: -3 E from HP | HIP | Hydro, -4 Food for Pop, -2 Metal for HMP
Building: 1 BP towards Hydroplant [4/4]
Farholme: End [7/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 5 Food, 1 Metal | -5 Hap (Concerned), -1 Health

2 RP towards Desponea Biology, 5 RP towards Photovoltaics
Industrial Core


Start [7/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 5 Food, 1 Metal | -5 Hap (Concerned), -1 Health
Workers: 1 - Base Core [Xf], 2 - HIP, 1 - Hydroponics
Production: 1 BP from HIP, 1 Metal 1 Food 1 E from Base Core
Maintenance: -3 E from HP | HIP | Hydro, -4 Food for Pop, -2 Metal for HMP
Building: 1 BP towards Hydroponics [1/2]
Farholme: End [7/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 6 Food, 0 Metal | -5 Hap (Concerned), -1 Health

2 RP towards Desponea Biology, 5 RP towards Photovoltaics
Industrial Core


"Planet's life, though gasping death to most humans if consumed, actually has a very unique structure in terms of biochemistry. This ecosystem was fully evolved and extremely functional before we ever got here, and by hybridizing some of our native flora with Planet's beautiful array of plants, we have created hardy tree and crop strains that will feed this colony for many years to come. Admire the beauty of the razorwing as it tends its Deidentrite garden, only don't get to close. A face full of skin-dissolving amino acids has never been a popular cosmetic treatment." - Master Shaper Vittick Munduri, Third Lecture on Hybridization

Cryo Halls, Farholme

Dmitri placed his hand against one of the cold glass cylinders that held his brethren, still dreaming their silent sleep. The indications were clear. Damage to the cryo system energy supplies sustained during landing was causing them to fail, bit by bit, day by day. In only a year and a half more the caretakers said all the cryo tubes would have to be emptied, or they risked brain damage to the occupants due to system failure. The choice was clear, and so the Arch-Fabricant had redirected the colonies efforts towards necessary endeavors, creating enough food to feed their brothers who would soon come forth, and erecting housing so never again would those brave pioneers who had taken the journey between star and sky have to sleep in the wild like some beasts of the field. It would all be ready in time, but time was the one commodity that Planet was not generous in giving.

Start [7/12] Base Core [Xf] [1/1], Surface Mine, Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 6 Food, 0 Metal | -5 Hap (Concerned), -1 Health
Workers: 1 - Base Core [Xf], 2 - HIP, 1 - Hydroponics, 1 - Mine, 2 - Manufactorum (1 Idle)
Production: 1.5 BP, 1 Metal 1 Food 1 E from Base Core, 4 Food from Hydroponics, 2 Metals
Maintenance: -4 E from HP | HIP | Hydro | Mine, -7 Food for Pop, -3 Metal for Manufacturing
Building: 1 BP towards Hydroponics [2/2], 0.5 BP towards Housing District [0.5/4]
Farholme: End [8/12] Base Core [Xf] [1/1], Surface Mine, 2 Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 4 Food, 0 Metal | -14 Hap (Depressed), -8 Health

2 RP towards Desponea Biology, 5 RP towards Photovoltaics
Industrial Core


Start [8/12] Base Core [Xf] [1/1], Surface Mine, 2 Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 4 Food, 0 Metal | -14 Hap (Depressed), -8 Health
Workers: 1 - Base Core [Xf], 2 - HIP, 2 - Hydroponics, 1 - Mine, 2 - Manufactorum (1 Idle)
Production: 1.5 BP, 1 Metal 1 Food 1 E from Base Core, 8 Food from Hydroponics, 2 Metals
Maintenance: -5 E from HP | HIP | Hydro | Mine, -7 Food for Pop, -3 Metal for Manufacturing
Building: 1.5 BP towards Housing District [2/4]
Farholme: End [8/12] Base Core [Xf] [1/1], Surface Mine, 2 Hydroponics Farm, Solar Array [+1 E], Housing Pods [3/3], Laboratory, 1 Manufactorum, 1 Heavy Manufacturing Plant, 1 Hydroplant [+3 E] | 6 Food, 0 Metal | -14 Hap (
Depressed), -8 Health

2 RP towards Desponea Biology, 5 RP towards Photovoltaics
Industrial Core
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Thu Jul 02, 2015 10:34 am

Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)| Wind Farm (+1 E)

Production: 1 BP (2 Manufactories)
Wind Farm (2/2)

Reserves (at start of turn):
9 Food
2 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 6/10 (-6 F)
Happiness (-12) (-10P, -2 H)
Health (-7) (Wasteland + 2 Manufactory + 2 Unhoused P)


Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)| Wind Farm (+1 E) | Wind Farm (+1 E)

Production: 1 BP (2 Manufactories)
Hydrophonic Farms (1/2)

Reserves (at start of turn):
7 Food (-2)
1 Metal (-1)

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 6/10 (-6 F)
Happiness (-12) (-10P, -2 H)
Health (-7) (Wasteland + 2 Manufactory + 2 Unhoused P)


Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (0 P) (+ 0 M) (-0 E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M)| Wind Farm (+1 E) | Wind Farm (+1 E)

Production: 1 BP (2 Manufactories)
Hydrophonic Farm (2/2)

Reserves (at start of turn):
7 Food (-2)
1 Metal (-1)

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 6/10 (-6 F)
Happiness (-12) (-10P, -2 H)
Health (-7) (Wasteland + 2 Manufactory + 2 Unhoused P)


Modules (6/12): Habitation Pod (3/3) (-1 E) | Surface Mine (1 P) (+ 2 M) (-1E) | Hydrophonic Farms (1 P) (+ 4 F) (-2 E) | Base Core (1/1) (1 P) (+ 2 E, 1 M) | Solar Array (+ 1 E) | Manufactory (2) (+0.5 BP, - 1 Health, -1 M) | Manufactory (0) (+0 BP, - 0 Health, -0 M)| Wind Farm (+1 E) | Wind Farm (+1 E)

Production: 0.5 BP (1 Manufactory)
Slums (1/4)

Reserves (at start of turn):
5 Food (-1)
0 Metal

RP:
1 (general use)
5 (low-energy photovoltaics)

Pop (Active/Cryo): 5/10 (-5 F)
Happiness (-10) (-8P, -2 H)
Health (-5) (Wasteland + 1 Manufactory + 1 Unhoused P)
Last edited by Lunas Legion on Sat Jul 04, 2015 10:49 am, edited 2 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Thu Jul 02, 2015 12:47 pm

Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 18 Food, 7 Metal, 1 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 2 – Manufactorum, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 4 Food from Hydroponics, 0.5 BP from Manufactorum,
Maintenance: -2 E from HP and Man, -1 Metal for Man, -4 Food for Pop

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 21 Food, 6 Metal, 1.5 BP | -4 Hap, -4 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(5/5)
Tier 2 Desponea Hydrology (3/8)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 21 Food, 6 Metal, 1.5 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 2 – Manufactorum, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 4 Food from Hydroponics, 0.5 BP from Manufactorum,
Maintenance: -3 E from HP, HF and Man, -1 Metal for Man, -4 Food for Pop

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 24 Food, 5 Metal, 2 BP | -5 Hap, -5 Health, Pop (Active/Cryo): 4/10
Tech
Tier 1 Industrial Core(5/5)
Tier 2 Desponea Hydrology (3/8)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 24 Food, 5 Metal,2 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 8 – Laborers, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 4 Food from Hydroponics, 0.8 BP from Laborers,
Maintenance: -2 E from HP and HF, -10 Food for Pop

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[6/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 20 Food, 5 Metal, 2.8 BP | -14 Hap, -5 Health, Pop (Active/Cryo): 10/10
Tech
Tier 1 Industrial Core(5/5)
Tier 2 Desponea Hydrology (3/8)
Tier 3 Photovoltaics (5/10)


Bython: Start [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3], Slums[0/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 20 Food, 5 Metal,2.8 BP | 0 Hap, -3 Health, Pop (Active/Cryo): 4/10

Workers: 1 - Base Core [Coastal], 8 – Laborers, 1 - Hydroponics
Production: Coastal: 2 Energy, 3 Food. 2 Energy from Solar Array, 4 Food from Hydroponics, 0.8 BP from Laborers,
Maintenance: -2 E from and HF, -10 Food for Pop

Bython: End [6/12] Base Core [Coastal] [1/1], Housing Pods [3/3],Slums[6/10], Hydroponics Bay, Surface Mine- Solar Array [+2 E], Manufactorum.6.7.8.9.10.11,Laboratory | 16 Food, 5 Metal, 3.6 BP | -14 Hap, -5 Health, Pop (Active/Cryo): 10/10
Tech
Tier 1 Industrial Core(5/5)
Tier 2 Desponea Hydrology (3/8)
Tier 3 Photovoltaics (5/10)
Last edited by Pac Kindom on Thu Jul 16, 2015 9:43 am, edited 4 times in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

User avatar
Farsview
Envoy
 
Posts: 206
Founded: Mar 18, 2011
Ex-Nation

Postby Farsview » Thu Jul 02, 2015 9:04 pm

Dearheart Initiative: Space 28, Jungle: +5 Food, +1 Energy, -1 Health
Year 3: Year of the Awaken
Year 3 Quarter 1
Initial Stats: Food: +5 (2 stored), 4 Metal, 1.5 BP towards Secret Project
Population: 10 (1: Center, 3 Habitation Pod, 6 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Solar Array x2: +1 Energy each
Habitation Pod: 3 Housed, -1 Energy
Mine: 1 Workers, 2 Energy
Manufactory: 2 Workers, 1 Metal= .5BP, -1 Happy, -1 Health
Slums: 1 Housed, -1 Happy
Sanitation System: N/A

Actions:
3 Worker as laborer: 0.3 BP
1 Worker Protesting
2 Workers as Scavengers: +4 Food
Slums Built
Net: 0 Energy, Food -1 (1 stored), Metal: 5, 2.3 BP towards Secret Project
Happy Calculations: Health Calculations:
Pop: -10 Pop: -2
Manu: -1 Manu:-1
Slum: -6 Slum: -1
Health:-2 Sanitation: 0
Infirmary: +1 Infirmary: +1
Other: 0 Jungle: -1
Net: -18 Net: -4

Year 3 Quarter 2
Initial Stats: Energy: +3, Food: +5 (1 Stored), 5 Metal, 2.3 BP towards Secret Project, -1 Health
Population: 10 (1 Center, 3 Habitation Pod, 6 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Workers, 2 Energy: 2 Metal
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, Metal: 0.5 BP, -1 Happy, -1 Health
Slum: Houses 1 people: 1 happy (one extra per person)
Sanitation System: N/A

Actions:
3 Workers as Builders: +.3 RP
1 Worker protesting
2 Workers forging: +4 Food
Net: Energy: 0, Food: -1 (0 Now Stored), 6 Metal, 3.1 BP towards Secret Project
Happy Calculations: Health Calculations:
Pop: -10 Pop: -2
Manu: -1 Manu:-1
Slum: -6 Slum: -1
Health:-2 Sanitation: 0
Infirmary: +1 Infirmary: +1
Other: 0 Jungle: -1
Net: -18 Net: -4
No declare war, 1 person no work

Year 3 Quarter 3
Initial Stats: Energy: +3, Food: +5 (0 Stored), 6 Metal, 3.1 BP towards Secret Project, -1 Health
Population: 10 (1 Center, 3 Habitation Pod, 6 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: N/A
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, Metal: 0.5 BP, -1 Happy, -1 Health
Slum: Houses 1 people: -1 happy (1 extra per person)
Sanitation System: 1 Energy: +1 Health

Actions:
3 Workers as Builders: +.3 RP
3 Workers forging: +6 Food
1 Worker Protesting
Net: Energy: 0, Food: +1 (1 Now Stored), 4 Metal, 3.7 BP towards Secret Project
Happy Calculations: Health Calculations:
Pop: -10 Pop: -2
Manu: -1 Manu:-1
Slum: -6 Slum: -1
Health:-2 Sanitation: +1
Infirmary: +1 Infirmary: +1
Other: 0 Jungle: -1
Net: -18 Net: -3

Year 3 Quarter 4
Initial Stats: Energy: +3, Food: +5 (1 Stored), 4 Metal, 3.7 BP towards Secret Project, -1 Health
Population: 10 (1 Center, 3 Habitation Pod, 6 Slums)
Buildings:
Infirmary: +1 Health, +1 Happy
Mine: 1 Workers, 2 Energy: 2 Metal
Habitation Pod: 3 Housed, -1 Energy
Solar Array x 2: +1 Energy Each
Manufactory: 2 Workers, Metal: 0.5 BP, -1 Happy, -1 Health
Slum: Houses 1 people: -1 happy (1 extra per person)
Sanitation System: N/A

Actions:
2 Workers as Builder: +.2 BP
1 Worker protesting
3 Workers forging: +6 Food
Net: Energy: 0, Food: +1 (2 Now Stored), 5 Metal, 4.4 BP towards Secret Project
Happy Calculations: Health Calculations:
Pop: -10 Pop: -2
Manu: -1 Manu:-1
Slum: -6 Slum: -1
Health:-2 Sanitation: +1
Infirmary: +1 Infirmary: +0
Other: 0 Jungle: -1
Net: -18 Net: -4

Technology: 5 RP Low-energy Photovoltaics
Last edited by Farsview on Sun Jul 12, 2015 3:34 pm, edited 11 times in total.

User avatar
Kolvartia
Attaché
 
Posts: 75
Founded: Mar 31, 2014
Ex-Nation

Postby Kolvartia » Fri Jul 03, 2015 1:41 pm

Starting pods
[Base Core] (+2 Energy. +3 Food. 1/1 Worker)
2 Habitation Pods (6/6 Pop. -2 Energy)
Solar Array (+1 Energy)
Surface Mine (1/2 Workers. -1 Energy. +1 BP 1st turn)
Laboratory (+1 RP for 8 turns)


Quarter 1, Year 1
[BS:4/12](+2 2 Habitation Pods, +1 Solar Array and Surface Mine. +1 Laboratory)
[Population: 7/7] (1/1 Base core. 6/6 Habitation pods)
[Workers:7/7](1/2 Surface Mine. 1/1 Base Core. 3 Scavengers. 2 Thinkers)
[Production:+3 Energy. +2 Metals. +9 Food. +1.4 RP.]
[Maintenance: -3 Energy. -7 Food]
[Building: Manufactory] (1 BS. 1BP) 0 left
[H&H: -1 Health. -7 (Ignored) 0 Happiness]
[Research: 1.4/5 Industrial Core. 5/10 Low Energy Photovoltaics]
[End: 5/12 BS. 2 Food. 2 Metals]

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