Well, its just 2500 meters of wire. They should be able to lay down at least one meter per minute... The former's crew will only have to work 5 hours / day and they will still be done in less than 10 days...
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by Harkback Union » Sat Dec 21, 2013 8:24 am
by Ralnis » Sat Dec 21, 2013 8:26 am
G-Tech Corporation wrote:Ralnis wrote:I did not actually specify the bonus system so I really don't know, I guess in order to level the playing field, I will allow the bonus system( I did not go into effect cause I have been working for a living) so here is how it goes.
Everyone gets a few set bonuses to their factions which goes like this;
1 Free Network Node
1 Free veteran unit(this can be a scout rover or a flamethrower unit if tech is acquired)
25% mining bonus( for resources and whatnot )
Faster building
and I will make more, I am sorry for confusing everyone.
We should go with the SMAC bonuses, where bonuses are balanced against failings. For instance, I currently have -2 Probe, which means enemy probe actions against me cost only half of what they should.

by Harkback Union » Sat Dec 21, 2013 8:27 am
by Ralnis » Sat Dec 21, 2013 8:28 am
Harkback Union wrote:Ralnis wrote:Yes, and the only reason why it takes more to build the Hydro Factory is because of it needs to wire the factory to the colony or base.
Well, its just 2500 meters of wire. They should be able to lay down at least one meter per minute... The former's crew will only have to work 5 hours / day and they will still be done in less than 10 days...

by Harkback Union » Sat Dec 21, 2013 8:32 am
Ralnis wrote:Harkback Union wrote:Well, its just 2500 meters of wire. They should be able to lay down at least one meter per minute... The former's crew will only have to work 5 hours / day and they will still be done in less than 10 days...
I know, but I am just pointing out that it will be flexible as it proportional to the distance of location of the Plant to the colony/base it is connected to. It will still take a year to finish however.
by Ralnis » Sat Dec 21, 2013 8:33 am
Harkback Union wrote:Ralnis wrote:I know, but I am just pointing out that it will be flexible as it proportional to the distance of location of the Plant to the colony/base it is connected to. It will still take a year to finish however.
Do you mean it still takes a year to finish just the Wiring or both the Wiring and the Hydro plant?

by Harkback Union » Sat Dec 21, 2013 8:35 am

by G-Tech Corporation » Sat Dec 21, 2013 8:35 am
Ralnis wrote:G-Tech Corporation wrote:
We should go with the SMAC bonuses, where bonuses are balanced against failings. For instance, I currently have -2 Probe, which means enemy probe actions against me cost only half of what they should.
I see, work with the ideology, I don't know what will be my bonuses and failings will be as my Gunsmiths are a Theocratic Military Junta.

by Harkback Union » Sat Dec 21, 2013 8:43 am
G-Tech Corporation wrote:Ralnis wrote:I see, work with the ideology, I don't know what will be my bonuses and failings will be as my Gunsmiths are a Theocratic Military Junta.
Well, considering you're combining the Spartans and the Believers...
+2 Support: 5 units free per base
+1 Probe: Probe success increased
-2 Research: -20% to Science production
-1 Planet: Viewing Planet as promised land
from the Believers
+2 Morale: new units start as Veterans
+1 Police: Extra Drone suppressed for every two garrisoned units
Free Prototyping
-1 Industry: +10% cost of unit and building construction
from the SpartansSons of the Stars
Bases
Spire of Man [0,0] Pop Max 9 Energy Minerals Food
5 4 9 17
Current Food Growth in
0 1
Building Unit: Former Cost A Cost Done
Current 0 7 4.9 0.544444444
Building Building: Hydropower Plant Cost A Cost Done
Current 0 15 10.5 1.166666667
In Base Scout: 100% Regular Scout 100% Green
Base Facilities Network Node: +50% Research Small Housing Complex: +3 PopMax
Research Percentage Research Energy
150 6
Civil Percentage Civil Energy
0 0
Researching: New Social Norms Cost Done
Current 10 15 0.833333333
Buildings Available to Build
Small Housing Complex[ no tech, must be built inside colony, increases living space of population]
Colony Close-mining operations[ no tech, must be built inside colony, will be accessible next year, a lower scale Mine]
Inward Colony Ship Expansion[ No tech, must be built inside colony, inward scale housing operations that are inside the colony ship, does the same as the Small Housing Complex]
Hydropower Plant [No Tech, +3 Energy, must have River nearby, 15 Minerals]
Recycling Tanks [Get rid of radiation and pollution near base, 10 Minerals]
Techs Still to Research
Advance Radioactive Recycling Works 4 Science Unlocks Recycling Tanks
Combat Vehicle Theories 8 Science ??
Units Available to Build
Scouts [Guns, No Tech]: 5
Flamethrower Troopers [Flamers, Weapons Tech]: 10
Scout Rovers [Guns, Mobility2, Movement Tech]: 10
Formers [Forming, Ecology Tech]: 7
Colony Pod [Colony Pod, No Tech]: 15
Terraforming Options
Farm[ Ecology Tech, must have Former to build]
Mine[ Ecology Tech, must have Former to build, 1 turn to build]
Techs Possessed
Outworld Ecology: Unlocks Formers and Terraforming
Adaptive Vehicle Structuring: Unlocks Rover Body
Alternztive Gas Propulsion Weaponry: Unlocks Flamer Weaponry

by G-Tech Corporation » Sat Dec 21, 2013 8:45 am
Harkback Union wrote:G-Tech Corporation wrote:
Well, considering you're combining the Spartans and the Believers...
+2 Support: 5 units free per base
+1 Probe: Probe success increased
-2 Research: -20% to Science production
-1 Planet: Viewing Planet as promised land
from the Believers
+2 Morale: new units start as Veterans
+1 Police: Extra Drone suppressed for every two garrisoned units
Free Prototyping
-1 Industry: +10% cost of unit and building construction
from the SpartansSons of the Stars
Bases
Spire of Man [0,0] Pop Max 9 Energy Minerals Food
5 4 9 17
Current Food Growth in
0 1
Building Unit: Former Cost A Cost Done
Current 0 7 4.9 0.544444444
Building Building: Hydropower Plant Cost A Cost Done
Current 0 15 10.5 1.166666667
In Base Scout: 100% Regular Scout 100% Green
Base Facilities Network Node: +50% Research Small Housing Complex: +3 PopMax
Research Percentage Research Energy
150 6
Civil Percentage Civil Energy
0 0
Researching: New Social Norms Cost Done
Current 10 15 0.833333333
Buildings Available to Build
Small Housing Complex[ no tech, must be built inside colony, increases living space of population]
Colony Close-mining operations[ no tech, must be built inside colony, will be accessible next year, a lower scale Mine]
Inward Colony Ship Expansion[ No tech, must be built inside colony, inward scale housing operations that are inside the colony ship, does the same as the Small Housing Complex]
Hydropower Plant [No Tech, +3 Energy, must have River nearby, 15 Minerals]
Recycling Tanks [Get rid of radiation and pollution near base, 10 Minerals]
Techs Still to Research
Advance Radioactive Recycling Works 4 Science Unlocks Recycling Tanks
Combat Vehicle Theories 8 Science ??
Units Available to Build
Scouts [Guns, No Tech]: 5
Flamethrower Troopers [Flamers, Weapons Tech]: 10
Scout Rovers [Guns, Mobility2, Movement Tech]: 10
Formers [Forming, Ecology Tech]: 7
Colony Pod [Colony Pod, No Tech]: 15
Terraforming Options
Farm[ Ecology Tech, must have Former to build]
Mine[ Ecology Tech, must have Former to build, 1 turn to build]
Techs Possessed
Outworld Ecology: Unlocks Formers and Terraforming
Adaptive Vehicle Structuring: Unlocks Rover Body
Alternative Gas Propulsion Weaponry: Unlocks Flamer Weaponry
Use -------4-------Research-------93%------... or .......5..... or ________342_____
In the tables or else it won't show properly.

by Harkback Union » Sat Dec 21, 2013 8:52 am

by Kershya » Sat Dec 21, 2013 8:55 am
Harkback Union wrote:PoliMap:
http://i.imgur.com/x2CMvjX.png
If you want your colors changed or your colony moved, Tell me now or stay silent forever after...
I'll add the names of the colonies in the next version...

by Harkback Union » Sat Dec 21, 2013 8:59 am
Kershya wrote:Harkback Union wrote:PoliMap:
http://i.imgur.com/x2CMvjX.png
If you want your colors changed or your colony moved, Tell me now or stay silent forever after...
I'll add the names of the colonies in the next version...
Looks good, the only thing that bugs me is that Sanctuary is one square to the left from where you place it, by the tip of the bay.
by Ralnis » Sat Dec 21, 2013 9:01 am

by G-Tech Corporation » Sat Dec 21, 2013 9:07 am
by Ralnis » Sat Dec 21, 2013 9:10 am
G-Tech Corporation wrote:As for the -1 Industry, Ralnis, I'd say: "The Gun demands only the finest weapons."
Perfect!
by G-Tech Corporation » Sat Dec 21, 2013 9:18 am
by Ralnis » Sat Dec 21, 2013 9:35 am

by Kershya » Sat Dec 21, 2013 9:56 am
Ralnis wrote:Ok so by going for my ideology my bonuses will go
+2 Support: 5 units free per base
+1 Probe: Probe success increased
-2 Research: -20% to Science production
-1 Planet: Viewing Planet as promised land
from the Believers
+2 Morale: new units start as Veterans
+1 Police: Extra Drone suppressed for every two garrisoned units
Free Prototyping
-1 Industry: +10% cost of unit and building construction
from the Spartans
and if I just change it up the wording to what the Gunsmiths would say it would go:
+2 Support: The call of the Gun heeds to all ears that listens
+1 Probe: Even the inner shadows will bow to the might of the slug
- 2 Research: Heresy and Heretics are always around us
- 1 Planet: This Planet shall bow to the might and glory of the Gun
+ 2 Morale: Unity through ballistics, for this we do what we must to Smith
+ 1 Police: The Non-righteous will be silence in order for the Sect to move forward.
- 1 Industry:The Gun demands only the finest weapons
anyone have any critiques or advice with what I just put?
by Ralnis » Sat Dec 21, 2013 10:11 am
Kershya wrote:Ralnis wrote:Ok so by going for my ideology my bonuses will go
+2 Support: 5 units free per base
+1 Probe: Probe success increased
-2 Research: -20% to Science production
-1 Planet: Viewing Planet as promised land
from the Believers
+2 Morale: new units start as Veterans
+1 Police: Extra Drone suppressed for every two garrisoned units
Free Prototyping
-1 Industry: +10% cost of unit and building construction
from the Spartans
and if I just change it up the wording to what the Gunsmiths would say it would go:
+2 Support: The call of the Gun heeds to all ears that listens
+1 Probe: Even the inner shadows will bow to the might of the slug
- 2 Research: Heresy and Heretics are always around us
- 1 Planet: This Planet shall bow to the might and glory of the Gun
+ 2 Morale: Unity through ballistics, for this we do what we must to Smith
+ 1 Police: The Non-righteous will be silence in order for the Sect to move forward.
- 1 Industry:The Gun demands only the finest weapons
anyone have any critiques or advice with what I just put?
Can I have some help in mine? Neo Sanctum's basically U.N. Peacekeepers with some Gaians and University added to the mix.
- 1 Probe: Freedom of speech and an open interconnected society
+ 2 Research: Education is a right, not a privilege
+ 2 Planet: The safety of the environment is one of the major regulations
- 1 Efficiency: A rather expansive and complicated bureaucracy
- 1 Police: It is the people's right to protest against corruption
Extra Talent in every base (Maybe?)

by Kershya » Sat Dec 21, 2013 10:14 am
Ralnis wrote:Kershya wrote:
Can I have some help in mine? Neo Sanctum's basically U.N. Peacekeepers with some Gaians and University added to the mix.
- 1 Probe: Freedom of speech and an open interconnected society
+ 2 Research: Education is a right, not a privilege
+ 2 Planet: The safety of the environment is one of the major regulations
- 1 Efficiency: A rather expansive and complicated bureaucracy
- 1 Police: It is the people's right to protest against corruption
Extra Talent in every base (Maybe?)
This looks good, basically you are the democratic type of faction then.

by Lunas Legion » Sat Dec 21, 2013 10:37 am

by G-Tech Corporation » Sat Dec 21, 2013 10:42 am

by G-Tech Corporation » Sat Dec 21, 2013 10:44 am
Lunas Legion wrote:Fortress A-01 is most like a combination of the Free Drones and Human Hive (I think) so...
+3 Industry (If you work hard for the Common Good, the Common Good shall give back in greater measure)
-1 Drones in all bases (The Common Good keeps the people satisfied)
+1 Growth (The Common Good demands workers reproduce)
-2 Economy (the Common Good demands little political freedom)
-2 Research (the Common Good doesn't encourage the discovery of new ideas)
May not use Democratic Government or Green Economics.
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