Cainesland wrote:Is there a particular reason why hydro plants aren’t allowed to be built on coastal areas without rivers?
Because hydro plants work by exploiting potential differences and there aren't any to be had on a flat surface of water.
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by Plzen » Fri Feb 09, 2018 12:11 am
Cainesland wrote:Is there a particular reason why hydro plants aren’t allowed to be built on coastal areas without rivers?
by Cainesland » Fri Feb 09, 2018 12:18 am


by ApplePieistan » Fri Feb 09, 2018 4:34 am

by Holy Tedalonia » Fri Feb 09, 2018 6:55 am

by Novas Arcanum » Fri Feb 09, 2018 7:11 am

by G-Tech Corporation » Fri Feb 09, 2018 10:26 am
Olthenia wrote:Oh dear. I appear to have lost out on the proverbial loot rush. Where does that leave me?

by G-Tech Corporation » Fri Feb 09, 2018 10:32 am


by Plzen » Fri Feb 09, 2018 11:26 am
Nordhavn [Site 12]
Building: Base core [coastal] (+1 energy, +1 metal)
Building: Habitation pod
Building: Slums [2] (-2 harmony)
Building: Renewable plant (+1 energy)
Population [2] (-2 harmony, -2 food)
Second leader [scientist] (+1 energy)
Mineral survey report [3 turns] (inactive)
Global effects (+1 harmony)
Events (+5 harmony)
1 scavenger (+2 food)
1 worker (+1 labour)
Build manufactory (1/5 labour)
Population growth (-1 food)
Draw food from stockpile (+1 food)
Net surplus:
+3 energy, +1 metal, 0 food, +2 harmony
National Stockpile
Preserved food (1 spent, 9 left)
History of Terra, vol II (+1 harmony per base)
Philosophy (+1 ideological power)
Net surplus:
+3 energy, +1 metal, 0 food, +2 harmony, +1 ideology point
Commit towards liberty values (1/10 ideology points)
Nordhavn [Site 12]
Building: Base core [coastal] (+1 energy, +1 metal)
Building: Habitation pod
Building: Slums [2] (-2 harmony)
Building: Renewable plant (+1 energy)
Population [3] (-3 harmony, -3 food)
Second leader [scientist] (+1 energy)
Mineral survey report [3 turns] (inactive)
Global effects (+1 harmony)
Events (+5 harmony)
1 scavenger (+2 food)
2 workers (+2 labour)
Build manufactory (3/5 labour)
Draw food from stockpile (+1 food)
Net surplus:
+3 energy, +1 metal, 0 food, +1 harmony
National Stockpile
Preserved food (1 spent, 8 left)
History of Terra, vol II (+1 harmony per base)
Philosophy (+1 ideological power)
Net surplus:
+3 energy, +1 metal, 0 food, +1 harmony, +1 ideology point
Commit towards liberty values (2/10 ideology points)
Nordhavn [Site 12]
Building: Base core [coastal] (+1 energy, +1 metal)
Building: Habitation pod
Building: Slums [2] (-2 harmony)
Building: Renewable plant (+1 energy)
Population [3] (-3 harmony, -3 food)
Second leader [scientist] (+1 energy)
Mineral survey report [3 turns] (inactive)
Global effects (+1 harmony)
Events (+5 harmony)
1 scavenger (+2 food)
2 workers (+2 labour)
Build manufactory (complete)
Draw food from stockpile (+1 food)
Net surplus:
+3 energy, +1 metal, 0 food, +1 harmony
National Stockpile
Preserved food (1 spent, 7 left)
History of Terra, vol II (+1 harmony per base)
Philosophy (+1 ideological power)
Net surplus:
+3 energy, +1 metal, 0 food, +1 harmony, +1 ideology point
Commit towards liberty values (3/10 ideology points)
Nordhavn [Site 12]
Building: Base core [coastal] (+1 energy, +1 metal)
Building: Habitation pod
Building: Slums [2] (-2 harmony)
Building: Renewable plant (+1 energy)
Building: Manufactory (-2 labour, -1 metal, +0.5 BP)
Population [3] (-3 harmony, -3 food)
Second leader [scientist] (+1 energy)
Mineral survey report [3 turns] (inactive)
Global effects (+1 harmony)
Events (+5 harmony)
1 scavenger (+2 food)
2 workers (+2 labour)
Build hydroponics facility (0.5/2 BP)
Draw food from stockpile (+1 food)
Net surplus:
+3 energy, 0 metal, 0 food, +1 harmony
National Stockpile
Preserved food (1 spent, 6 left)
History of Terra, vol II (+1 harmony per base)
Philosophy (+1 ideological power)
Net surplus:
+3 energy, 0 metal, 0 food, +1 harmony, +1 ideology point
Commit towards liberty values (4/10 ideology points)
Nordhavn [Site 12]
Building: Base core [coastal] (+1 energy, +1 metal)
Building: Habitation pod
Building: Slums [2] (-2 harmony)
Building: Renewable plant (+1 energy)
Building: Manufactory (-2 labour, -1 metal, +0.5 BP)
Population [3] (-3 harmony, -3 food)
Second leader [scientist] (+1 energy)
Mineral survey report [3 turns] (inactive)
Global effects (+1 harmony)
Events (+5 harmony)
1 scavenger (+2 food)
2 workers (+2 labour)
Build hydroponics facility (1/2 BP)
Draw food from stockpile (+1 food)
Net surplus:
+3 energy, 0 metal, 0 food, +1 harmony
National Stockpile
Preserved food (1 spent, 5 left)
History of Terra, vol II (+1 harmony per base)
Philosophy (+1 ideological power)
Net surplus:
+3 energy, 0 metal, 0 food, +1 harmony, +1 ideology point
Commit towards liberty values (5/10 ideology points)

by G-Tech Corporation » Fri Feb 09, 2018 1:10 pm
by Cainesland » Fri Feb 09, 2018 1:34 pm
Cainesland wrote:
- Disassemble hydroponics - 3 Minute, followers, Claimed colony pod - Adds a hydroponics facility to your colony pod.
- Awaken Someone - 1 Minute (Max 1 per faction) - Find someone you need... or want... or just remember from earth and want to make sure they make it out. Adds a "2nd leader" or important person to your faction. He/She may provide
+1 Harmony (Doctor/Artist/Writer) OR
+1 Melee attack (Soldier/Officer) OR
+1 Energy (Engineer/Scientist) to the base/military unit he/she is stationed at.
- Claim Colony Pod - 1 Minute (Max 1 per faction), followers - Secure a colony pod for your faction. Each colony pod has room for 10 items. Anything you collect, including your population, but not yourself or other individuals counts as a single item.
- Recruit followers (2) - 1 Minute + 1 Minute for each population already following - Convince the rabble to follow your lead in evacuating the ship. The more people you already have behind you, the harder it is to reach out to new people. Adds population to your faction.
- Add terraforming unit - 2 Minute (Max 1 vehicle per faction), armed followers - Load a [i]Light Mechanized Electric Unarmed Terraforming Vehicle into your pod with a special thorium reactor subsystem that eliminates movement costs. When crewed, the terraforming unit may act as either 2 Laborers or 1 deep mine. (4 HP, 1 turn land move, unarmed)
- Secure Packaged food -
2 Minute
Gain a crate of preserved, nutritious food (contains 5 preserved food) for your pod.
NOTE: Food you produce will be impossible to store, this is a different type of food, keep it separate in your yearly reports.
- Secure Power cells -
2 Minute
Gain a single-use, high-capacity power cells (contains 10 Energy) for your pod.
NOTE: Energy you produce will be impossible to store until researching advanced tech, this is a different type of energy, keep it separate in your yearly reports.
- Loot medical supplies -
2 Minute, some followers
Adds an infirmary to your colony pod, which uses 1 energy to generate +2 Harmony. (Max 1 per faction)
- Arm population -
3 Minutes, some followers, broken armory
Add kinetic weapons +1 Supplies to ALL your followers. Note that both the weapons and the supplies will count as items on your pod.
- Scan planet for landing site -
1 Minute + 2 minute per resource on landing site
Allows claiming a landing spot. High-resource sites cost more time to find.

by Tysklandia » Fri Feb 09, 2018 2:13 pm
Cainesland wrote:G-Tech Corporation wrote:
Thar still do be plenty of normally-visible good stuff. Much of the explorations ended up being time-inefficient, really.Cainesland wrote:
- Disassemble hydroponics - 3 Minute, followers, Claimed colony pod - Adds a hydroponics facility to your colony pod.
- Awaken Someone - 1 Minute (Max 1 per faction) - Find someone you need... or want... or just remember from earth and want to make sure they make it out. Adds a "2nd leader" or important person to your faction. He/She may provide
+1 Harmony (Doctor/Artist/Writer) OR
+1 Melee attack (Soldier/Officer) OR
+1 Energy (Engineer/Scientist) to the base/military unit he/she is stationed at.
- Claim Colony Pod - 1 Minute (Max 1 per faction), followers - Secure a colony pod for your faction. Each colony pod has room for 10 items. Anything you collect, including your population, but not yourself or other individuals counts as a single item.
- Recruit followers (2) - 1 Minute + 1 Minute for each population already following - Convince the rabble to follow your lead in evacuating the ship. The more people you already have behind you, the harder it is to reach out to new people. Adds population to your faction.
- Add terraforming unit - 2 Minute (Max 1 vehicle per faction), armed followers - Load a [i]Light Mechanized Electric Unarmed Terraforming Vehicle into your pod with a special thorium reactor subsystem that eliminates movement costs. When crewed, the terraforming unit may act as either 2 Laborers or 1 deep mine. (4 HP, 1 turn land move, unarmed)
- Secure Packaged food -
2 Minute
Gain a crate of preserved, nutritious food (contains 5 preserved food) for your pod.
NOTE: Food you produce will be impossible to store, this is a different type of food, keep it separate in your yearly reports.
- Secure Power cells -
2 Minute
Gain a single-use, high-capacity power cells (contains 10 Energy) for your pod.
NOTE: Energy you produce will be impossible to store until researching advanced tech, this is a different type of energy, keep it separate in your yearly reports.
- Loot medical supplies -
2 Minute, some followers
Adds an infirmary to your colony pod, which uses 1 energy to generate +2 Harmony. (Max 1 per faction)
- Arm population -
3 Minutes, some followers, broken armory
Add kinetic weapons +1 Supplies to ALL your followers. Note that both the weapons and the supplies will count as items on your pod.
- Scan planet for landing site -
1 Minute + 2 minute per resource on landing site
Allows claiming a landing spot. High-resource sites cost more time to find.
by Cainesland » Fri Feb 09, 2018 2:44 pm
by Ralnis » Fri Feb 09, 2018 2:46 pm

by Harkback Union » Fri Feb 09, 2018 6:58 pm

by Seno Zhou Varada » Fri Feb 09, 2018 7:42 pm
Harkback Union wrote:Wow... Apple... So cold...
I should mention that harmony is calculated for each base. To avoid strikes, you can try moving them to another location and start colonizing. Of course, you will have to supply the colonists with food from your home base, which I'm not 100% sure on how its supposed to work.

by Holy Tedalonia » Fri Feb 09, 2018 8:36 pm
Harkback Union wrote:Wow... Apple... So cold...
I should mention that harmony is calculated for each base. To avoid strikes, you can try moving them to another location and start colonizing. Of course, you will have to supply the colonists with food from your home base, which I'm not 100% sure on how its supposed to work.


by G-Tech Corporation » Fri Feb 09, 2018 9:33 pm

by The Grim Reaper » Sat Feb 10, 2018 2:20 am

by Harkback Union » Sat Feb 10, 2018 3:04 am
The Grim Reaper wrote:For those of us who armed our populations on Harmony, are the weapons we got there the makeshift weapons mentioned in the unit build tab?
i.e. we'd need BP to arm them? Is just having the weapons enough vis a vis protecting our selves from native flora and fauna or do we need built units?
What I'm getting at, I guess, is a) what exactly were the Harmony weapons in mechanical terms, and b) based on that, would the reasonable assumption be "our population have no hope of using this in self-defense without training" or "they'd not manage in combat but I guess they could hold their own against like angry plants"

by ApplePieistan » Sat Feb 10, 2018 4:19 am
G-Tech Corporation wrote:It is probably worth noting, Apple, that the Secret Police HQ requires Clandestine Operations.

by ApplePieistan » Sat Feb 10, 2018 4:20 am
Harkback Union wrote:The Grim Reaper wrote:For those of us who armed our populations on Harmony, are the weapons we got there the makeshift weapons mentioned in the unit build tab?
i.e. we'd need BP to arm them? Is just having the weapons enough vis a vis protecting our selves from native flora and fauna or do we need built units?
What I'm getting at, I guess, is a) what exactly were the Harmony weapons in mechanical terms, and b) based on that, would the reasonable assumption be "our population have no hope of using this in self-defense without training" or "they'd not manage in combat but I guess they could hold their own against like angry plants"
You have the weapons in store and you can, at any time, mobilize population by arming them with the weapons. It takes 1 turn to do so, they are ready to fight by the end of the turn.
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