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Plzen
Powerbroker
 
Posts: 9805
Founded: Mar 19, 2014
Ex-Nation

Postby 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?

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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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Fri Feb 09, 2018 12:18 am

Plzen wrote:
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.


Ok. Fair enough. I was considering that tidal forces could be used as alternate source of hydroelectric power.
Last edited by Cainesland on Fri Feb 09, 2018 12:18 am, edited 1 time in total.

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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri Feb 09, 2018 2:35 am

Cainesland wrote:
Plzen wrote:Because hydro plants work by exploiting potential differences and there aren't any to be had on a flat surface of water.


Ok. Fair enough. I was considering that tidal forces could be used as alternate source of hydroelectric power.


That Would be a generic renewable energy plant

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

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

Harkback Union wrote:
Cainesland wrote:The IP from gothic. Is that per turn?

Can you pay off a 10 IP cost over a series of turns?


Yes and Yes.

I better do some editing then.

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Holy Tedalonia
Postmaster-General
 
Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

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

Harkback Union wrote:
Tysklandia wrote:
I'll arrange a chapter 0 post tommorow. How should I approach choosing a spot? Is their a list of which spots are already taken?


25, 34, 4, 24, 26, 12, 15 and 28 and 14 are taken

If you didn'T scan for a spot, let me know and I'll roll one for you.

I didn't scan
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Novas Arcanum
Negotiator
 
Posts: 5647
Founded: Oct 14, 2016
Left-wing Utopia

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

I added a infirmary since I didn't need to break into the armory

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Olthenia
Senator
 
Posts: 4231
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Fri Feb 09, 2018 10:23 am

Oh dear. I appear to have lost out on the proverbial loot rush. Where does that leave me?

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G-Tech Corporation
Khan of Spam
 
Posts: 62582
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby 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?


Thar still do be plenty of normally-visible good stuff. Much of the explorations ended up being time-inefficient, really.
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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Olthenia
Senator
 
Posts: 4231
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Fri Feb 09, 2018 10:31 am

G-Tech Corporation wrote:
Olthenia wrote:Oh dear. I appear to have lost out on the proverbial loot rush. Where does that leave me?


Thar still do be plenty of normally-visible good stuff. Much of the explorations ended up being time-inefficient, really.


Inefficient, eh? Well then. I'll just skip all that and get to posting in the IC, shall I?
Last edited by Olthenia on Fri Feb 09, 2018 10:32 am, edited 1 time in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 62582
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

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

Olthenia 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.


Oh? Well then. I'll just hop right off and post in the IC, shall I?


Sounds like a plan to me :P
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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Plzen
Powerbroker
 
Posts: 9805
Founded: Mar 19, 2014
Ex-Nation

Postby Plzen » Fri Feb 09, 2018 11:26 am

Sorry for not getting an IC post up today. Life happened. Probably won't be able to post tomorrow either.

So, with that in mind, 1st Five Year Plan.

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)
Last edited by Plzen on Fri Feb 09, 2018 11:28 am, edited 1 time in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 62582
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Feb 09, 2018 1:10 pm

The only thing I see offhand, Plzen, is the Habitation Pod. I don’t believe we start with one, offhand?
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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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Fri Feb 09, 2018 1:34 pm

G-Tech Corporation wrote:
Olthenia wrote:Oh dear. I appear to have lost out on the proverbial loot rush. Where does that leave me?


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.

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby 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.


Am I correct that you need to gather followers prior to taking an action that requires followers? The same with arming then?

So you need to gather followers prior to grabbing hydroponics and arm them prior to taking the rover?

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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Fri Feb 09, 2018 2:44 pm

Tysklandia wrote:
Cainesland wrote:


Am I correct that you need to gather followers prior to taking an action that requires followers? The same with arming then?

So you need to gather followers prior to grabbing hydroponics and arm them prior to taking the rover?


Yes. I think so. The list I provided was jumbled up in terms of turn precedence. It was based on the visible options, and what I thought would be the best if survival was the basis for decision making.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Fri Feb 09, 2018 2:46 pm

I'm still here, just trying to see if I can get a satellite dish and start broadcasting my surrender to G-Tech or the Manifold race.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

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

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.

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Seno Zhou Varada
Negotiator
 
Posts: 6027
Founded: Feb 25, 2014
Ex-Nation

Postby 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.

I would imagine you would need to have roads in between the two settlements, or just have 1 population used to transport the goods (and so likely to get eaten by the local wildlife and other nasties).
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
Still dirty commie, shower is currently being collectivised.

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Holy Tedalonia
Postmaster-General
 
Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby 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.

*Imagines Apple holding a whip behind Harkback as he toils away working*

I could do better... :meh:
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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G-Tech Corporation
Khan of Spam
 
Posts: 62582
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

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

It is probably worth noting, Apple, that the Secret Police HQ requires Clandestine Operations.
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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Labstoska
Ambassador
 
Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Sat Feb 10, 2018 12:39 am

Muhahaha I am the I only one to have gotten industrial machinery so far, for once I have done something competent.

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

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

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"
Last edited by The Grim Reaper on Sat Feb 10, 2018 2:28 am, edited 2 times 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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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby 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"


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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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby 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.

Does it?

Secret Police HQ - 3 BP, 1 Civilian Goods, 1 Conventional Weapons, Psychic research tech

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby 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.

So did I not need to waste 0.5 BP for a trooper core design?

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