Advertisement
by Plzen » Fri Dec 13, 2019 10:20 am
by G-Tech Corporation » Tue Feb 18, 2020 8:46 pm
by Plzen » Tue Feb 18, 2020 8:53 pm
G-Tech Corporation wrote:Thoughts? Interest?
by Holy Tedalonia » Wed Feb 19, 2020 6:32 am
G-Tech Corporation wrote: Thoughts? Interest?
by Plzen » Wed Feb 19, 2020 6:45 am
Holy Tedalonia wrote:Could probably call it "traditions" or something along those lines. It also fits a story problem if the all these ideological groups shared a ship to get to planet/system.
by G-Tech Corporation » Wed Feb 19, 2020 1:48 pm
[box][align=center][Faction Name][/align]
[b]Leader:[/b]
[b]Faction Biography:[/b]
[b]Faction Type:[/b]
[b]Faction Color:[/b]
[b]Faction Ideology:[/b]
[/box]
by Excidium Planetis » Wed Feb 19, 2020 4:40 pm
Singaporean Transhumans wrote:You didn't know about Excidium? The greatest space nomads in the NS multiverse with a healthy dose (read: over 9000 percent) of realism?
Saveyou Island wrote:"Warmest welcomes to the Assembly, ambassador. You'll soon learn to hate everyone here."
Imperium Anglorum wrote:Digital Network Defence is pretty meh
News: AI wins Dawn Fleet election for High Counselor.
by Lord Dominator » Wed Feb 19, 2020 5:25 pm
by Plzen » Wed Feb 19, 2020 7:00 pm
by Harkback Union » Mon Mar 09, 2020 2:19 pm
G-Tech Corporation wrote:(extensive WIP obviously)The Far FrontierThe Mendices System. Wild, mostly unmapped, barely visited - and yet now vital to humanity's future. The first traversal the Einstein-Rosenburg Stabilizer managed to punch through the veil of reality from beyond Martian orbit, the Amistad-Ceres Bridge, is the only route for humanity beyond our own frail system, and so Mendices, formerly dismissed by astronomers as a system unlikely to hold any value to mankind, is now the site of an interstellar gold rush. The UN Mission to Mendices, or UNMen, has chartered numerous firms, both private, public, and even some who would be considered of questionable ethical nature to support the UN colonization mission to Amistad, the largest and most charitable planet orbiting Mendices Prime.
You, brave CEO, represent one of those entities. Strike it rich on the frontier and enhance your portfolio, catalog strange and unknown species, create a new home for mankind, or simply kill those who don't believe as you do. It is a wild place, out here on the Far Frontier
Welcome!
This is, as you may have guessed, a science fiction RP - specifically a science fiction RP based around space colonization, and the economic, social, and political ramifications of such an action. You will fill the role of one of the Factions headed to Amistad, hostile terrestrial world in the Mendices system, and it is up to you to see that your interests are represented upon this new world and that your people grow and thrive. Others will be landing on Amistad too, some peaceful folks willing to work in concord with you, some rivals, some even savage madmen who bribed UN officials to try their luck out here on the fringe when society wouldn't accept them in civilized space.
Gameplay will revolve around a small map of tiles, representing the surface of Amistad, a map which will gradually expand as the RP progresses and both the UN and player Factions explore the strange world. Managing the resources of your faction, from your budget, to your reputation with the UN, to simple constraints like food and water, will be paramount to your success as colonists of this strange world.
Without more to do, here is the Application:
- Code: Select all
[box][align=center][Faction Name][/align]
[b]Leader:[/b]
[b]Faction Biography:[/b]
[b]Faction Type:[/b]
[b]Faction Color:[/b]
[b]Faction Ideology:[/b]
[/box]
Now, explaining a few things in that application - not everything here will make sense, but that will be explained later.Essentially, what general gubbins and crewmen you brought from Earth - a good read on what you'll be specializing in providing to the planetary economy, and how nicely you will play with others.
Expansionist: Start with $10,000 Credits. +1 Claim per HQ Level. -50% Steel Cost of Buildings. Fuel Costs reduced by 30%.
Corporate: Start with $15,000 Credits. +1 Bonus Claim. Intermediate and Advanced Buildings gain a +25% Output Adjacency Bonus, and are unlocked one HQ Tier earlier.
Nomadic: Start with $8,000 Credits. May found an additional Tier 1 HQ at any time for free. Does not gain Exploitation Resources.
Automated: Start with $5,000 Credits. No HQ support required. Transportation consumes Power instead of Fuel.
Industrialist: Start with $8,000 Credits. Manufacturing Buildings may directly exploit Claims at 50% Efficiency. -25% Manufacturing Energy Consumption
Scientific: Start with $5,000 Credits. Free Research Lab adjacent to HQ. Additional Funding gained from Explorations, Expeditions, and Excavations. Start with 10 additional Influence with the UN.
Natalist: Start with $10,000 Credits. Starts with 4 free Claims which must be sited adjacent to the HQ. Pays 50% less Water for Greenhouses. +25% Power from Wind Farms and Solar FarmsFeel free to suggest more Ideologies - these aren't important to start with, essentially providing small boosts initially, but will eventually dictate your win conditions.
Preparedness: Start with one free Garrison Deployable.
Enlightenment: Start with one free Technology.
Dominion: Start with one additional free Claim.
Profit: Start with $2,000 additional Credits.
Unionist: Start with +10 Influence with the UN.
Explorers: Start with one prepared Survey Team and one prepared Core Sample Operation.Gameplay
Essentially, the Far Frontier revolves around the extraction and utilization of resources from the planet Amistad for the good of your faction. You'll need to feed, water, and protect your people, primarily concentrated in your HQ, and do all of that without running your books into the red - or your creditors will eventually come knocking. To this end you will want to establish Buildings on the planetary surface to provide you with Resources, the number of which are limited by your Claims. Every Faction begins with four Claims, not counting the regions your HQ will occupy.HQ: Each HQ is free to land, and generally only one may be constructed. Buildings directly adjacent to the HQ do not require Transportation to provide their Resources to your Faction. Your HQ will consume 2 Water, 3 Food, and one Oxygen every year to support your colonists. If your last HQ is destroyed, your faction will automatically be liquidated by her creditors, and eliminated. HQs have a base Operation Resistance of 85%. Each HQ will occupy 5 Regions in a cross shape.
HQ Tier 2:
[spoiler=Basic Buildings]
Water Drill: 10 Steel - The Water Drill will consume 2 Power every year to produce between 2 and 20 Water.
Water Pump: 5 Steel - The Water Pump will consume 1 Power every year to produce 5 Water. It can only be constructed adjacent to a Surface Water tile.
Wind Farm: Free - The Wind Farm produces between 4 and 10 Power every year.
Solar Farm: 20 Aluminum, 100 Silicon - The Solar Farm produces between 8 and 14 Power every year.
Electrolytic Condenser: 10 Aluminum, 40 Steel - The Condenser consumes 10 Water and 3 Power to produce 3 Oxygen and 5 Fuel every year.
Greenhouse: 20 Steel, 10 Glass - The Greenhouse consumes 10 Water to produce 5 Food every year.
Mine: Free - The Mine consumes 1 Power to produce between 2 and 20 Aluminum, Iron, or Uranium depending on the terrain.
Element Quarry: Free - The Element Quarry consumes 1 Power to produce between 2 and 20 Silicon or Carbon.
Cytonursery: 10 Steel, 10 Glass - The Cytonursery conducts experiments on Earth crops to begin modifying them for compatibility with Amistad's ecosystem. It consumes 1 Power and 5 Water every year to gain you 1 Influence with the UN.
Hab Block: 10 Steel, 5 Glass - The Hab Block consumes 2 Water, 2 Food, and 1 Power every year to produce 50 Credits in tax revenue.Geothermal Plant: 40 Aluminium, 100 Steel, Tier 2 HQ. The Geothermal Plant will produce 20 Power every year, but must be built on a Geothermal Fissure.
Ion Collector: 10 Aluminum, 80 Carbon, Tier 2 HQ. The Ion Collector will harvest exotic elements in Amistad's atmosphere, consuming 3 Power to produce between 8 and 12 Fuel every year.
Steel Mill: 10 Iron, Tier 1 HQ. The Steel Mill will consume 10 Iron every Year to manufacture 5 Steel.
Chemical Refinery: 40 Steel, 20 Carbon, Tier 2 HQ. The Refinery will consume 5 Fuel, 5 Carbon, and 2 Power every year to produce 2 Chemicals.
Glass Kiln: 40 Steel, 20 Silicon, Tier 2 HQ. The Kiln will consume 3 Oxygen and 10 Silicon to produce 5 Glass every year.
Electronics Factory: 40 Steel, 20 Aluminum, Tier 2 HQ. The Factory will consume 3 Aluminum, 5 Carbon, 3 Silicon, and 2 power to produce 2 Electronics in a year.
Rover Hangar: 20 Steel, 20 Carbon, Tier 2 HQ. The Rover Hangar allows you to launch up to 1 Exploration, Expedition, or Excavation per year for $1000 Credits.Research Lab: 60 Steel, 20 Electronics, Tier 2 HQ. The Research Lab consumes Chemicals to produce Research Points towards Technologies. Consumes up to 10 Power and 10 Chemicals per year to produce 10 Research Points. Lesser amounts are also acceptable.
Resource Development Center: 40 Steel, 40 Electronics, Tier 2 HQ. The RDC consumes Chemicals to produce Optimization Algorithms, which temporarily or permanently boost the output of your Buildings. May consume up to 10 Chemicals and 10 Power per year to produce up to 10 Algorithmic Datum.
Biodome: 40 Steel, 10 Glass, 40 Electronics, Tier 3 HQ. The Biodome provides a place for colonists from across Amistad to kick back and unwind. It produces 50 Credits per year for every Hab Block and every HQ level anywhere on Amistad. This amount is, however, divided by the number of Biodomes in operation. It requires 5 Power per year to operate.
UN Liaison Office: 20 Steel, 10 Chemicals, 20 Electronics, Tier 3 HQ. The Office does their best to polish your image with the UN, granting you 5 Influence per year.
Operations: Forthcoming
The Interstellar Market: Forthcoming
Aliens: Forthcoming
Influence and Turn Order: Forthcoming
by Harkback Union » Mon Mar 09, 2020 2:23 pm
Plzen wrote:Ah, Offworld Trading Company as a 4X NationStates roleplay? I like this idea. I loved that game.
In that case, my preference is towards keeping the resource/building/faction type set of that game as much as possible, with new mechanics added on top of the existing system, so I don’t have to learn an entirely new set of buildings and what they’re good for.
by G-Tech Corporation » Thu Mar 12, 2020 9:07 am
by Harkback Union » Thu Mar 12, 2020 2:10 pm
G-Tech Corporation wrote:Harkback returns!
by G-Tech Corporation » Thu Mar 12, 2020 3:37 pm
by Harkback Union » Thu Mar 12, 2020 5:14 pm
by The GAmeTopians » Thu Mar 12, 2020 8:10 pm
Harkback Union wrote:G-Tech Corporation wrote:
None of note I’m afraid. There’s one I’m nominally running limping along, but I haven’t had the time to actively drive that forward, so she is fading.
Thinking of starting one in the near future.
Trying to make this one as simple as possible, hoping to get more people into mechanicsy RPs.
Pretty much Mars 2050 but IN SPACE (I mean, many stars and planets) without colonists being unique, less types stuff to build, less punishing start and protection through initial isolation, but more competition later with scarce resources, space and ground combat (latter is extremely simplified) and because I've been playing a lot of D&D lately, dice based blind research (with some compensation for failed rolls).
Of course, as usual, some kind of ideology/genetics mechanics for assimetry between players.
Oh, and I almost forgot. Lots of exploring to do. I'll for once write up what you find in advance, and you'll just have to open it up to see what you find.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.
by Harkback Union » Thu Mar 12, 2020 8:16 pm
The GAmeTopians wrote:Harkback Union wrote:
Thinking of starting one in the near future.
Trying to make this one as simple as possible, hoping to get more people into mechanicsy RPs.
Pretty much Mars 2050 but IN SPACE (I mean, many stars and planets) without colonists being unique, less types stuff to build, less punishing start and protection through initial isolation, but more competition later with scarce resources, space and ground combat (latter is extremely simplified) and because I've been playing a lot of D&D lately, dice based blind research (with some compensation for failed rolls).
Of course, as usual, some kind of ideology/genetics mechanics for assimetry between players.
Oh, and I almost forgot. Lots of exploring to do. I'll for once write up what you find in advance, and you'll just have to open it up to see what you find.
Holy crap, Hark is here! Count me in, whatever it is.
by The GAmeTopians » Thu Mar 12, 2020 8:32 pm
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.
by Harkback Union » Thu Mar 12, 2020 9:11 pm
by G-Tech Corporation » Fri Mar 13, 2020 9:34 am
by Harkback Union » Fri Mar 13, 2020 2:09 pm
by The GAmeTopians » Fri Mar 13, 2020 2:55 pm
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.
by Harkback Union » Fri Mar 13, 2020 3:55 pm
Advertisement
Return to Portal to the Multiverse
Users browsing this forum: Arvenia
Advertisement