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Old April 19, 2003, 18:00   #31
History Guy
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Oh dear. It seems, though it was back to life for a short time, my CD Rom has finally...well...died. It served me well, and I cannot speak of it with any harsh words, for it was faithful unto the last. Therefore, since it seems I have to play along to actually take part in this story...I cannot continue...

Bugger.
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Old April 19, 2003, 18:19   #32
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don't need the actual game to play along

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Old April 19, 2003, 20:52   #33
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Really? Well...in that case...

I think I'll be the Believers, then...unless Aldous Huxley turns down the Hiverians. But I'm fine with Miriam. Ah, the glories of Bible-bashing...

Zakharov better watch out...
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Old April 19, 2003, 22:20   #34
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So... when can we see an example of how to organize a faction, and when can we start?
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Old May 1, 2003, 18:06   #35
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sorry for taking so long, doing everything that needs to be done to start. Just posted up the costs for the units, some facilities, some secret projects, some techs and so on. Use those costs to figure the stuff you start up with, and keep in mind that extra base cost the equivalent of a Colony Pod, unless your faction as a free one as part of the start up package.


Also, the starting production/mineral points will be changed too...:

Believers - 1000 production points
Gaians - 1000
Peacekeepers - 1000
Morganites - 1000
University - 1000
Hive - 1200
Spartans - 800

either PM me or post it in the discussion thread the stuff you want to start with, same goes with any questions you have.

now, I will work on my start up, and post it as an example.

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Old May 1, 2003, 18:36   #36
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okay, is another thing to figure out, terrain improvements. All factions starts with 20 forming points, where one point equals a year pretty much. this only applicable if you atleast spent some minerals for a Former/Sea Former unit or more.

here are the terrain improvment costs:

farm - 4 turns - Centauri Ecology
kelp farm - 4 turns - Doctrine: Flexibility
mine - 8 turns - Centauri Ecology
mining platform - 8 turns - Doctrine: Flexibility
solar collector - 6 turns - Centauri Ecology
tidal harness - 4 turns - Doctrine: Flexibility
forest - 4 turns - Centauri Ecology
road - 1 turn - Centauri Ecology
sensor array - 4 turns - Centauri Ecology
sensor buoy - 4 turns - Doctrine: Flexibility
remove fungus - 6 turns - Centauri Ecology
remove sea fungus - 6 turns - Doctrine: Flexibility
terraform level - 8 turns - Centauri Ecology

Also state near which base the improvement will be located, or where the road is leading too, and so on. don't have to figure out specificly where within a basw radius you want it, as i can do that, placing it at the best spot.

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Old May 1, 2003, 18:48   #37
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here is the overview of the whole map, and the two bases i will start up with.

if you want a zoom in pic of any location, then ask me here or via PM and ill post it. if you have working SMAX, i can provide the scenario file.

-Mellian
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Old May 1, 2003, 19:22   #38
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Here is a closer view of my starting location. I quickly done terrain improvements stuff, which is:

-remove fungus
-road
-road
-farm
-farm
-farm

-Mellian
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Old May 2, 2003, 08:39   #39
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All right......

Mellian, I'd like to select the Garland Crater on the middle contient as my starting spot for my faction the University.

Where or how do I get the "actions" I want done, such as settling with my 2 colony pods, planting forests or farms, roads, etc?

I'd like to give this a try.
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Old May 2, 2003, 11:34   #40
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I usually land with my pods (through some strange trick of fate), along the western part of the Freshwater Sea.

Is this SMAX that we are using the map for? I don't want to place myself too close to the Unity Wreckage. Unfair advantages are...unfair.

So, I'm thinking about either that spot or the middle continent (the northwestern sector), so as the University can get a bit peevish with Bible-bashers in the area...

Perhaps Monsoon Jungle would work...

Any ideas?
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Old May 2, 2003, 12:08   #41
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here is my starting stuff for the Peacekeepers:

Bases and Facilities:

U.N. Headquarters - 30 000 population (3 pop units)

Headquarters - Free
Recyling Tanks - 40 production points
Production Facility - 50
you get it at Industrial Base, and allows you to build stuff in a per month basis instead of per year like in the actual game for whatever base that as it
Network Node - 80
Recreation Commons - 40
Biology Lab - 60

U.N. High Commission - 20 000 population (2 pop units)
(free colony pod spent on this base)

Recycling Tanks - 40
Production Facility - 50
Network Node - 80
Recreation Commons - 40

Total Spent in Production Points: 480

Units:

2 Formers - 160 production points total
4 Trance Synth Garrisons - 200
3 Scout Patrols - 60 (one was free)
2 Recon Rovers - 80
1 half completed Recon Rover - 20

Total Spent: 520

Grand Total Spent: 1000 start up production points

Technologies

Biogenetics - free
Industrial Base - 100 research points
Centauri Ecology - 100
Social Psych - 100
Information Networks - 100
Secrets of the Human Brain - 200
Centauri Empathy - 300
Doctrine: Mobility - 100

will start the game researching Ethical Calculus

grand total research points spent: 1000

-Mellian
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Old May 2, 2003, 12:14   #42
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Quote:
Mellian, I'd like to select the Garland Crater on the middle contient as my starting spot for my faction the University.
smack dab in the middle, or somewhere a long the edge?

Quote:
Where or how do I get the "actions" I want done, such as settling with my 2 colony pods, planting forests or farms, roads, etc?
Just look at the starting package for University, with production points downgraded to 1000 for everyone, and spend it from there. i'll post a zoom-pic of the Crater so can choose more specificly where you want your starting bases to be placed.

we will start doing the actions after we established ourselves


Quote:
I'd like to give this a try.


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Old May 2, 2003, 12:21   #43
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Quote:
Originally posted by History Guy
I usually land with my pods (through some strange trick of fate), along the western part of the Freshwater Sea.

Is this SMAX that we are using the map for? I don't want to place myself too close to the Unity Wreckage. Unfair advantages are...unfair.
We are, but I am using a modified original planet map, where i added all of the SMAX landmarks minus the Unity Wreckage. Done so because that ship looks wayyyy to big, especially considering that Chiron is like 5-10% bigger then Earth. using that fact, Unity looked like it was longer then the Death Star in Star Wars . sooo, I removed it and we'll just assume it crashed in the Ocean west of where the Unity supposed to crash... That way, we can still salvage the Fusion Reactor without the wreckage being in the way

Quote:
So, I'm thinking about either that spot or the middle continent (the northwestern sector), so as the University can get a bit peevish with Bible-bashers in the area...

Perhaps Monsoon Jungle would work...

Any ideas?
You can have your first choice without worries if you want, as no one took that location yet

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Old May 2, 2003, 12:27   #44
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Keep in mind everyone that i add the whatever left of the original seven that hasn't been taken, and possibibly the SMAX factions minus the aliens too.

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Old May 2, 2003, 13:14   #45
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Garland Crater region
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Old May 2, 2003, 13:15   #46
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North-East of Freshwater Sea region
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Old May 2, 2003, 15:19   #47
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How about that lovely spot right between the nutrients of the Freshwater Sea and the minerals on land to the North-East?

Yes, that's it!!

By jingo! Bring me my bow of burning gold! I'm not going to cease this mental fight, nor am I going to let that sword sleep in my hands, till I have built Jerusalem in Chiron's pink and fuzzy lands!
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Old May 3, 2003, 00:22   #48
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lol!

a long the coast or in land beside the minerals?

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Old May 3, 2003, 01:46   #49
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Ok, I would like to have the Morganites situated at the mouth of the river that flows from the Manifold Nexus, if that's all right.

Bases and Facilities:

Morgan Industries - 30 000 people (3 pop units)

HQ - free
Children's Creche - 50
Recycling Tanks - 40
Recreation Commons - 40
Energy Bank - 80
Network Node - 80
Production Facility - 50

Sub-total: 340

Morgan Bank - 20 000 people (2 pop points)

Children's Creche - 50
Recycling Tanks - 40
Recreation Commons - 40
Energy Bank - 80
62.5% complete Network Node - 50
Subtotal: 260

Total Spent: 600

Units:

2 Formers - 80 each
2 trance synth. laser infantry - 60 each
2 laser rovers w/ synthametal armour - 60 each

Total Spent: 400

Grand Total: 1000

Technologies:

Applied Physics - 100
Industrial Base - 100
Biogenetics - 100
Information Networks - 100
Social Psych - 100
Doctrine: Mobility - 100
Centauri Ecology - 100
Industrial Economics - free
Ethical Calculus - 200

Total: 900

Will start the game half-way to developing Planetary Networks (100).

Grand Total: 1000

Terraforming:

Solar collector + farm near MI: 10 points
Farm near MI: 4 points
Farm near MB: 4 points
Two road squares going from MI to MB: 2 points
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Old May 3, 2003, 11:37   #50
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That tile that is one tile southeast of the mineral deposit looks to be the perfect spot for New Jerusalem. Sister Miriam would be proud.

Now, what year are we starting in again? I'd need to calculate how much research I've gotten done...I'm afraid some of this lot in my colony pod is a bit, well, puritanical...
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Old May 3, 2003, 20:28   #51
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We are starting in the year 2120 (unless someone as a better suggestion), and the believers as 400 research points...so as per their characteristics, they are behind in tech in comparison to the rest of the factions.

GeneralTacticus, where will Morgan Bank be located?

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Old May 3, 2003, 21:16   #52
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Actually, now that I look at the map, the Manifold Nexus doesn't appear to be there... so unless it's been added in since you first posted up the map, I'd like my start position switched to here.
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Old May 3, 2003, 23:59   #53
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ooops, yes, forgot to update the scenario upload

yes, i've added the Manifold Nexus ever since, but your second choice looks like a goof spot too

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Old May 4, 2003, 10:56   #54
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Believers:

New Jerusalem - 30,000 People (3 Pop)

HQ - Free
Recreation Commons - 40
Recycling Tank - 40

(Currently building Synth Laser Squad - Over 3/4 Complete)

Sub-Total - 80

The Great Conclave
(On tile to the southwest of mineral deposit east of New Jerusalem, on the Freshwater Sea, 3 tiles east of New Jerusalem)

Recreation Commons - 40
Recycling Tank - 40

(Currently building Colony Pod - 3/4 complete)

Total - 160

Units:

2 Formers - 80 each
2 Synthmetal Infantry - 60 each
3 Scout Patrols - 60 each (except the original)
2 Synthmetal Laser Squads with Synth Armor - 60 each

Sub-Total - 510

Grand Total - 670

Technologies:

Social Psych - free
Industrial Base - 100
Biogenetics - 100
Centauri Ecology - 100
Applied Physics - 100

Total - 400

(Starts the game researching High Energy Chemistry - 1/3 Complete)

Terraforming:

Solar Collector, Farm, Road next to New Jerusalem en route to The Great Conclave - 11
Road from New Jerusalem to The Great Conclave - 2
Farm, Solar Collector on each road tile - 20
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Old May 4, 2003, 21:26   #55
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Ok, ditch the whole idea of the Manifold Nexus, I'll just go with the second spot. More room to grow, for one thing.
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Old May 5, 2003, 05:07   #56
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Sorry Mellian. I know I said before I was interested, but this is looking like a few too many numbers for me. Sorry I was hoping for a more simple RP thingie.

-Jam
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Old May 5, 2003, 11:31   #57
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Yeah, it is a bit complicated, War of Art...

I hope we do more RP.
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Old May 5, 2003, 15:00   #58
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I have several questions.

First, how do we manage the production points after we spend our initial 1000? How do we acculmate these points?

Second, same as question 1, but with research points.

Third, how do we manage the upgrading?

I have an idea how to do the upgrades. I propose we use mineral points or credit points to upgrade. Say, I want to upgrade a plain Rover to a Recon Rover. I'd need to add Synthmetal and Laser Cannons.

Synthmetal is 20 pp, Laser Cannon is 20 pp... while plain armor and weapons are 10 pp each.

That means we'd need to pay 20 minerals or credits to upgrade the plain Rover to Recon Rover. The upgrades must only be done in bases. It's unrealistic to haul all the material out 20 tiles away from the nearest base to upgrade a wayward military unit, and they don't have the tools to upgrade in the field.

I propose we don't allow upgrading of units in the field until Nanometallurgy. We can only upgrade armor with Nanometallurgy, since little nano-machines transform atoms and stuff in the military unit, changing properties of metals, but nano-machines cannot stimulate energy.



My gameplay plans for first 20 turns:

Bases:

University Base.
Climate Research Lab.
Zoloft Gold.
Mendelev College.
Lab Three.

I produced 3 colony pods (2 from University Base, reducing it from 30,000 to 10,000 citizens..... and 1 from Zoloft Gold, reducing it from 20,000 to 10,000 citizens.)

The 3 colony pods settled the 3 other bases.

Production point total for 3 colony pods: 90.


Facilities:

1 HQ: free
5 Network Nodes: free for University
5 Recycling Tanks: 200 pp
5 Recreation Commons: 200 pp

Total: 400 pp

Military / Units:

5 Rover Formers: 400 pp
3 Rovers: 120 pp
4 Synthmetal garrisons: 120 pp
1 Scout: free

Total : 640 pp

Grand total: 1130 pp

(90 for colony pods, 400 for facilities, and 640 for Units)

The 130 extra pp were generated by my 5 bases within the 20 year period from 2100 to 2120.

University Base and Zoloft Gold generated 3 minerals per turn, for a grand total of 120 minerals over 20 turns. Lab Three and Mendelev College generated 3 minerals per turn, for 17 turns for a total of 102 minerals. Climatic Research Lab generated 3 minerals over 16 turns for a grand total of 48 minerals.

All the bases have 2 minerals at the base itself (1 from terrain and 1 from recycling tanks), and 1 mineral from working the "rolling terrain" with the 1 worker per base.

This brings up the total mineral generation to 270 extra pp's.

This leaves me with 140 extra pp, which I'm currently investing in the Virtual World. 140/300 progress.


Technology Research:

Free tech: Information Networks.

Level 1 Techs:

Applied Physics (bonus tech pick)
Industrial Base
Biogenetics
Social Psych
Doctrine: Mobility
Centauri Ecology

Total: 500 rp

Level 2 Techs:

Nonlinear Mathematics
High Energy Chemistry
Planetary Networks
Ethical Calculus
Doctrine: Flexibility

Total rp: 1000

Grand total: 1500.

The 100 extra research points were acculmated over the 20 year period from the 5 bases.

Now currently researching Industrial Economics.


Terraforming:

2 farms near University Base on the 2 rainy patches: 8 tp
1 Mine near University Base: 8 tp
1 farm near Climatic Research Lab: 4 tp

Total: 20 tp

My 5 Rover formers created roads connecting all 5 bases over a 20 year period.

University Base to Climatic Research Lab: 1 Rover Former, 4 Squares, 8 turns.

Climatic Research Lab to Zoloft Gold: 1 Rover Former, 4 squares, 8 turns.

University Base - Zoloft Gold road to Lab Three: 1 Rover Former, 3 squares, 6 turns.

University Base to Mendelev College: 1 Rover Former, 3 squares, 6 turns.


Additional forming:

2 Farms and 2 road sections at University Base: 1 Rover Former, 12 turns.

2 Farms and 2 road sections at Zoloft Gold: 1 Rover Former, 12 turns.

2 Farms at Climatic Research Lab: 1 Rover Former, 8 turns. Currently building a sensor array, 2 turns remaining.

2 Farms at Lab Three: 1 Rover former, 8 turns. Building a mine on the mineral deposit, 2 turns remaining.

2 Farms and 1 Sensor Array at Mendelev College: 1 Rover Former, 12 turns. Building a road section south, completed next turn.


Miscellanous: Opened the Unity pod where Lab Three is located. It had 25 credits in the pod.


Give me a day to post a "map" picture of what I have done so far.


Happy gaming, everyone!


Laters.
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Old May 5, 2003, 23:20   #59
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Quote:
Originally posted by War of Art
Sorry Mellian. I know I said before I was interested, but this is looking like a few too many numbers for me. Sorry I was hoping for a more simple RP thingie.

-Jam
We are, but it is like AD&D, where we have the stats and rolls to figure out success or not, if it is possible or not, and etc...yet still have the roleplaying aspect. Sorry if it doesn't look that way at first, but it will, just wait till it starts and ill show what i mean.

having this system because i use to moderate Chiron Chronicles and was in Beyond Alpha Centauri. a long that experience, i've been part of various cooperative stories and roleplay like games without much structure...it just potentially gets very ugly, especially in the military and realism aspects.

I also understand that people don't want to play with to many numbers, a complex system and so on....that is why I volunteered to maintain all the numbers and so on, leaving the actions and roleplay/storytelling up to the players.

just right now, would like people who will joined NEC from the start gets better freedom as to what they will start with, where they are located, and etc...like i sort of did in Chiron Chronicles, and after the problems that caused, i don't to choose for people again.

just wait and see before passing judgement...

-Mellian
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Old May 6, 2003, 00:03   #60
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Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 1,782
Quote:
Originally posted by Sovereign
I have several questions.

First, how do we manage the production points after we spend our initial 1000? How do we acculmate these points?
Just declare an Action in the Action thread of what you want built and i tell how long it will take to build, while updating the info at the designated base in the Planetary Datalinks thread.

productions points are accumulated per game month then per game year like in the game unless the base lacks the Production Facility/Factory where the production points is accumulated per year as normal for units.

Quote:
Second, same as question 1, but with research points.
same thing, but it is accumulated per game year, except sub-tech stuff one may consider research base on tech(s) they already have...which as to be cleared with the moderator before allowing to be researched. the sub-tech research is seperate then the main tech research.


Quote:
Third, how do we manage the upgrading?
declare the Action of what you want to do, and yes, upgrading must be done at a base or in a Outpost/Airbase within a base radius....unless, using your suggestion, you have Nanometallurgy, but that wilkl be awhile before we get to that considering the turns is per month. Upgrades will cost Energy unless chosen to upgrade the slow way base on how much production points the base makes.


Quote:
Grand total: 1130 pp

The 130 extra pp were generated by my 5 bases within the 20 year period from 2100 to 2120.
only have 1000 production points to play with in your start up package, which represents itself, in average, the amount of production points your faction made from 2100 to 2120.

Quote:
The 100 extra research points were acculmated over the 20 year period from the 5 bases.
same as the starting production points, the 1400 represents, in average, how much research you've done during 2100-2120. that pretty generous, considering that usually takes until 2140-2150 to acquire that many techs.

You only get 20 terraforming points, one per year from 2100 to 2120 once you committed resources to acquire at least one Former, not 20 TPs per Former you get


Quote:
Miscellanous: Opened the Unity pod where Lab Three is located. It had 25 credits in the pod.
I wanted to wait until people settled in before dealing with the Unity Pods. currently still deciding on how i will do that, but probably allow all factions to get whatever from the nearest Unity Pods to their bases, like 3 squares away. The results of what you get will be random, judged by the game itself within the map scenario. mind worms and comm frequency results will be ignored. anyway, will figure this out once people figured their starting stuff


I will update the map, and the scenario file itself tommorrow after i wake up.

-Mellian
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