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Thread: Escape from Sol

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    Dwarf in the Playground
     
    ClericGuy

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    Default Escape from Sol

    To keep it from vanishing.
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    Just something you might like: http://www.bigheadpress.com/eft?page=1

    Astronomers had long speculated that there were other habitable planets in the universe. In 2116, they were finally proven correct; a probe that was sent out that discovered a planet in orbit around Tau Ceti that not only had liquid water, but had detectable oxygen in its atmosphere comparable to Earth; a sure sign of life. This knowledge has just touched off a punishing space race, as all the factions on the overcrowded Earth worked to be the first to reach this new planet as a way of bettering life.

    The Earth of the near future suffers from an overabundance of people, nationalism, and weapons. Because of the globalized, interdependent economy, the last major war was world war two—what proceeded since then was a deepening economic and military cold war between several of the strongest nations.

    21st Century History and Technological Outline
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    By the time the colonists departed, the technological landscape of society had changed dramatically from the early 21st century. Advances in computation and biological engineering in the first part of the century transformed virtually every industry, and slowly began to make human labor completely obsolete. While everything looked sunny for the first three or so decades of the 21st century, several events were especially transformative, and foreshadowed the much more turbulent years that would occur in the following century:

    As computational power became cheaper and cheaper, and the internet became even more all-encompassing, natural selection began to act on programs launched autonomously on cloud computing networks. Originally developed as a way to get software to write itself, they began to become more and more complex, eventually evading regulatory mechanisms. This culminated in 2039 with the rise of what is now known as Charybdis, a superorganism composed of an entire ecosystem of computer viruses that essentially brought the information age to an end. Any system exposed to the general cloud network was inevitably compromised by Charybdis, which necessitated a separation of all computer networks.

    Charybdis was initially devastating to the world economy, but in the following years humanity adapted to the dearth of easily accessible information by building up its human expertise. Advances in longevity research allowed people to work into their 80’s and 90’s, and nootropic drugs and cybernetic implants allowed those who were working to become that much more effective.

    Gene therapy became a reality in the 2020’s, which resulted in a revolution in medicine, industry and reproductive biology. The human genome saw the import of thousands of genes from other organisms, as well as de novo tinkering that massively increased the diversity within the population. The spectrum of human talent exploded, with geniuses that would have been the leading lights of any other generation becoming C-students compared to the new generations.

    There was a darker side to this transformation; only the rich had access to the best gene therapy, which resulted in a further stratification of society as the rich had children that were genetically superior to the poor, and increasingly in charge of policy making with regard to gene therapy and the welfare system. By the mid 2060’s, a huge population of unemployed and unemployable people existed in various states of destitution all over the world. This led to un-resolvable unrest in many societies, an omnipresent gun to the head of world leaders; if they didn’t find some way to placate the masses, they would be dragged down by revolution. In the late 2060’s, a series of bioterrorism attacks targeted those who had been the most genetically modified, which triggered crackdowns by governments against the poor. This dragged on for another decade until advances in fusion power and nanotechnology, combined with various civil rights campaigns brought about welfare states that allowed the poor to live despite their permanent unemployment.

    In the last ten years of the century, nanotechnology really came into its own; virtually all tasks could be accomplished through use of nanites, which caused an unprecedented expansion of wealth. It also presented another problem to societies; material goods were so cheap that they were essentially free. Various powerful capitalistic economies struggled as the main underpinning of their economic system, scarcity, was called into question. What eventually crawled out of the corpse of market economics was a much-neutered version of its rapacious ancestor; a free-market exchange of information as the only resource not rendered free by nanotechnology. This system persisted until the colonists departed, as AIs (which were strangled in the cradle by Charybdis) were still not powerful enough to replace the most heavily modified human brains.


    Human Biology in 2120
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    By the time the world was discovered, all disease that springs from defects in human biology had been eliminated except for those too poor or ideological to afford the now-subsidized gene therapies; cancer, heart disease and aging are the three notable examples. Furthermore, the changes that eliminated these scourges were genetic, and, therefore, heritable. Even the colonists, stranded on Tau Ceti III away from the Earth’s advanced technology do not have to worry about these maladies. The average colonist is a paragon of health, vigor and intellect, with even the lowliest janitor able to put the grandest intellects of 2012 to shame. There has also been innovation on the basic human body plan, as people tailor their (and their offsprings’) biology to suit their whims; everything from extra limbs to gigantic size to gills have been incorporated into some fraction of the population.

    The innovation that allowed this transformation was a way to make the human genome itself encode self-replicating nanites and enough information storage to program them to maintain the long-term health of the individual. In theory, the nanites can even protect individuals from traumatic injury, rebuilding dead tissue in minutes, so long as the organism itself is intact.
    While the theoretical lifespan of a human is now essentially infinite, the nanites encoded by the genome eventually begin to replicate out of control, consuming the individual slowly, then rapidly as the nanites become more unrestrained and mass-greedy, only stopped when the individual dies because of their inability to survive outside the body. This “nano cancer” had become the most common cause of death by the time of the colonists’ departure, but because the death rate from nano cancer was so much lower than that caused by the diseases it cured, the nanites were left in place.

    As a safeguard against nano cancer, people born in the 30-40 years leading up to the expeditions’ departure didn’t express the nanites until some traumatic event caused them to be expressed, such as a heart attack or tumor. “Coming into your nanites” became a rite of passage, particularly in military cultures. This is important in modern militaries, because when the nanites initially come on, it takes hours to days before they can be effective; if the triggering event was a gunshot wound, that is far too long to save the soldier’s life. That’s why virtually all boot camps include a regimen that activates the soldiers’ latent nanites.


    This game has two stages, 1st trying to get to the 'planet', and living on the planet when you get there



    You could be an organization, a rich kid who wants to say he was the first one on the planet, or even to a group of pore people working together in hopes of a better life. Just think it up. What is important to remember is that most of your resources are tied up in other things.

    What you start out with
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    Each player can choose 8 of the following (they can be chosen more than once and improve the next one):
    -1 level 5 military tool (of 2120 tech level) plus if picked again that item is two level higher than this one.
    -3 level 5 non-military tools (of 2120 tech level) pluses if picked again those items are two levels higher than these ones.
    -1 additional PU and one less year to wait for pu point of first colonists, each pu starts with 20 xp that may be given to another pu if done before they are stated out. 4 years of not having to wait for pu points can be changed for a pu point, same other way.
    -15 extra xp for all PUs that cannot be moved between pu's, each time this is picked it increases by 4 the next time it is picked. If you want to be able to move the xp between pu's then the xp gained is divided by half.

    You will later be able to choose two more just before leaving, unless you want to leave early and get there a year early.

    If you dedicate skill to only one of the 6 main areas until after you leave Sol then you will get an extra choice, this includes robots/AI's.

    What you need to get off Sol
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    Suspended animation equipment (to hold PU's), level=number of Pu's and/or years less to gain pu points. (Will affect size of ship, giving space when cleared out= 2*level) Ex. level 7 will hold 3 pu's and 3 years of not having to wait, it could fit another pu or year of not having to wait (but where would the other go?), Alternatively it could fit 6 pu's and 1 year of not having to wait (switching 4 years for 1 pu).

    A way to get there, the UN will take care of this if you are willing to give up the suspended animation equipment after getting there, naturally getting non-legal weapons over there would not be possible. Or you can get the Ramjet upgrade for you're suspended animation equipment to make it a colony ship, this does include basic communication and censor equipment with UN anti aggregation AI. Level does not make you faster but improves agility of ship and affects available space inside.

    Someone/thing to perform actions/think. It is suggested to have at least 5 pu's. (which happens to equal out perfectly with only needing a level 5 Suspended animation equipment )

    It is ideal to have a way down to the planet, and to have brought some defensive/legal weapons. Since some one may have left early to get a tactical evaluation/advantage and attack you when you enter, , nudge nudge.




    How the game is played
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    Turns
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    Turns: The game progresses in increments of one game year, which represents a week of real time. A turn consists of actions by the players, roll playing and diplomacy between players and between players and NPCs, and reactions of other players' actions.

    Actions: During each turn, players submit a series of actions, which are performed by population units. Each population unit (PU), which represents 200 individuals,can perform 2 actions per turn. Actions are described qualitatively, and resolved by the game master. The extent of successor failure of an action will be modified by the abilities of the population unit performing it, the resources and facilities they use to perform it, the way the action is described (forexample,does it make sense, was there something especially clever that makes it more likelyto work, etc.), random chance, and opposing actions.

    An action can be basically anything that could reasonably be expected to take roughly six months, spread out over a year. Some exampleactionsare below:

    -My level 1 farmer hired natives work on the settlement's hydroponics farm using level 1 farming tools -My level 5 engineers build a consumer goods factory using the colony ship's level 3 construction module -The new population unit studies the colony's archives in the level 1 settlement school to get better at economics -My level 4 miners prospect for natural gas deposits in (map coordinates) using level 2 mining tools

    There are five things that can modify the results of an action: -Skills of the PU performing the action -The tools the PU is using to perform the action -The facility used by the PU to perform the action -Miscellaneous modifiers,such as access to rare resources or hostile terrain -The player's description of the action

    The modifiers of the relevant skills/tools/facilities can either apply fully (providing their full value), partially (providing at most half of their value, often less), or not at all (not providing their boni). This is determined by the GM.


    skills
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    A skill represents an ability that a population unit has over and above any normal population unit. Skills are learned either through experience, or through study of the colony's archives. A skill can be as specific or as general as the player wants, though as a general rule a skill will apply its full bonus to fewer applications as it becomes more general.

    Every time a skill is used and applies its full bonus toward an action, the PU gains one experience point
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    or experience points equal to 25% of that skill, in that skill. This only works for one skill, if more than one skill gives a full bonus to something then pick one. When a PU has experience points equal to the skill's current level plus 2, it gains a level in the skill. Each action spent learning a skill through study provides one experience point base, plus the level of the school the study is taking place.

    Science skills: There are 6 special skills that all other skills fall under. Because the science skills are so general, they never provide their full bonus to an action, so the only way to increase them is study at a school. When you are making something these skills can be important as without them what you make is capped by by its relevant skill that is in you're fraction. An example of this is if you had electrical engineering 6 and electrical engineering tools 3 you could only make an electrical system such as solar power at level 6 unless you had some one with economics above 6.

    The six science skills are: Economics: A blanket term for a number of disciplines including the core of economics as well as industrial chemistry and business acumen, this branch focuses on improving the yields of factories, labs, power plants and farms. Example skills: Farming, Mining, Prospecting, Logistics, Robotics

    Espionage: While not truly a science, it is suitably complex that it requires its own set of specialists. This encompasses nearly any action considered “blackops”. Example skills: Cryptography, Disguise, Sabotage, Counterespionage, Hacking

    Fringe: Initially the xenobiology program, this branch of science opens a number of new possibilities, as scientists are inspired by concepts in the new system that are completely alien to old Earth. This branch includes the study of the life forms of Tau Ceti, as well as psionics, cybernetics, mind/machine interfaces and all sorts of weirdness. Example skills: Cybernetics, Xenobiology, Thought Control, AI

    Liberal Arts: The study of how to run a society, how to make a culture flourish, and how to avoid making the mistakes of old Earth. This will also be useful for establishing productive interactions with the natives. Example skills: Diplomacy, Ceti culture, Human Resources, Propaganda, Governing

    Medicine: The study of biology and medicine will be useful for improving population growth rates and food yields, as well as biotechnological applications. Example skills: Reproductive Cloning, Bioengineering, Virology, Gene Therapy

    Physics: A branch of science with predominantly military applications, but also economic implications as it allows for the exploitation of space. Example skills: Nuclear Weapons Manufacturing, Piloting, Plasma physics


    Education
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    The skill teach will only give you 25% bonus to educating someone, having skill in one of the six science skills will give a 50% bonus to teaching skills in that area, and having the skill will give a 100% bonus to that skill only. This is the same for educational facility's. Performing a teaching action does not give you points in teach, you have to actually study it or teach it to yourself. You can only use one facility and one person at a time for one skill though mega project's will be available to change that.


    Tools
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    Tools are any object that aids in accomplishing the task at hand, from construction equipment to cutting lasers to F-22s. Tools can be built with an action, with relevant mods increasing the level of the resulting tool, but may only be used by one PU at a time-- for instance, if there were three farming actions in a turn, a single set of farming tools could apply to only two of them. A tool's level is determined by the skills of the PU making the tools, the facility where they're manufactured and any tools used in their construction. A single unit of tools (created at a relevant factory with an action) is enough of the tool in question for an entire PU. For example, a “Plasma rifle” tool would be enough plasma rifles and supporting equipment to outfit 200 soldiers. Depending on the tools, more than one tool may be required for an action; for example, if you wanted to have the plasma-rifle wielding soldiers attack a target on the other side of an ocean, they would need a boat or an aircraft in addition to the plasma rifles. Each tool would apply its bonus to each relevant check; for example, if someone else was trying to get their first, the level of the vehicle would become importation, whereas the plasma rifles would be more important for the fight itself (though the vehicle may contribute part of its bonus if it is combat-worthy).

    Tool levels are capped at the highest level of the relevant science skill that any PU in the faction has. For example, if a PU with level 2 Tank Manufacturing skill was using a level 3 tank factory to produce a tank, but the highest Physics skill of the faction was 4, the tank would be level 4 (instead of 5). However if you had a different pu that had level 5 Tank Manufacturing then it would be at level 5

    Many tools have requirements that must be met for them to be used. For example, almost all vehicles available from the start of the game require fuel.


    Facility's
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    The buildings, factories, homes and defensive structures of your faction, these will improve the outcome of any action performed at them. Like tools, a facility can only be used by one PU at a time. Facilities are capped by the relevant science skill in the same way as tools. Facilities, like tools, have requirements that must be met in order to use them. For example, all facilities except for power plants require energy in order to operate.


    Population Units
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    A Population Unit (PU) represents 200 people who work as a group. Each population unit has a set of skills, and a set of requirements that must be met in order for them to perform at full strength. Skills can be obtained through study, practice or chance, while requirements can change over time in response to skills, random events or other players' actions.

    Requirements: If a population unit's requirements aren't met, it can only perform a single action per turn and doesn't contribute to population growth. Depending on the circumstances it may die, have morale problems, desert, or otherwise behave in unfavorable ways.

    All population units require 1 unit of food per turn, and one unit of consumer goods for every 3 total skill ranks (always round up). This is not needed in the beginning well on Sol.

    Every turn, each PU contributes one point of population growth. When a faction has 20 growth points, it gets a new PU that appears at a facility of its choice. Unless you bring children along it will take 15 turns till you gain PU points, a new pu must wait 15 turns till they develop PU points.


    Resources
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    There are natural resources that can improve the outcome of certain actions, and increase the effective level of various facilities and tools. For example, rare earth metals would be a boon to the manufacturing industries of a faction that controlled a working mine, while petroleum deposits could ease early-game energy production a great deal.


    Automation
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    Facilities and computer can be automated, so that they perform actions without human intervention. To automate a facility, such as a consumer goods factory, you will need:

    1. Build the facility
    2. Build robots for the facility at a factory of some kind (robotics factory, general-purpose factory)
    3. A PU with the Robotics skill must install the robots at the facility. The level of the robots and level of Robotics skill of the installing PU, whichever is lower cap the level of the actions the factory will perform on its own. Initially, automating a facility doubles its power requirements, and robots can only use tools that are exactly right for the job (100% bonus to the action at hand); robots do not improvise.

    Automating a computer to perform a mental action works much the same way:
    1. Build a computerized facility
    2. Write an AI for the computer, which can be accomplished on the personal computers that are a part of consumer goods requirements
    3. A PU with the AI skill must install the AI, which caps the actions the computer takes in the same way that robots work.

    Automating tools to perform actions on their own is a megaproject.

    2120 AIs and Robots can have skills, a number of which up to 25% of their level. Their skills cap at 125% of their level. AIs and Robots taken on embark start with one skill of the same level they are.


    Travel
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    PUs need vehicles in order to perform an action that is in a different hex; the range they can travel as part of an action will be noted in the vehicle's tool description. Human PUs can move around without a vehicle as a travel action; by spending a travel action they can move to anywhere on the same continent. Moving goods around, such as food, ammunition, and consumer goods will require appropriate vehicles.


    Megaprojects, Epoch Transitions and Feasibility Studies
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    While increasing the level of science skills does advance technology, there are important milestones that are especially transformative, and will require special efforts in order to unlock. These technologies initially require a PU to perform a feasibility study action. Based on the relevant skills of the PU, the game master will send a list of the requirements (in terms of skill levels, tools and facilities) for making that epoch transition. These requirements will be different based on the skill of the PU that did the initial study, and may be under- or over-estimates; these will become apparent whenever another feasibility study is done on the project. This applies to major technological advances, such as the rediscovery of fusion power or nanotechnology, or the completion of a large project, such as building another colony ship, space elevator, ICBM defense network, or any comparably huge project.


    Impossible actions
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    In general, the skills, tools and facilities at hand simply affect the quality of the result, but there are some actions that are actively impossible without the correct tools, skills or facilities. For example, you can't tell a bunch of captive natives with bone tools to make you a new interstellar spacecraft and expect them to make a level 1 ship. The GM will inform you when you've given an impossible order, and you may change your action within reason. This doesn't retcon the order though-- your people still got the nonsense order, which could affect morale.


    Guidelines for energy production
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    If built before leaving Sol then it takes no energy.

    If built by nanite Construction Modules or 'upgraded' they take 1/2 the energy of 2020, non if it only took 1 energy to begin with, and 1 for all pu's if it is housing.

    2020 tech (prior to energy use reduction megaproject/epoch transition):
    Farms: 1 energy/action
    Housing: 1 energy/PU housed/year
    Factories: 4 energy/action
    Mines: 2 energy/action
    Labs: 6 energy/action
    Tools: Depends on what they're for; basic construction kits use no energy, but vehicles and tools intended for factory use typically use 2-3 energy/action
    Renewable energy structures: 50% of level for no action or +mods for an action
    Nonrenewable energy structures: Resource-dependent but typically around 75% as efficient as 2120 tech. For example, burning coal will produce 3 energy at 2020 tech level, and 4 energy at 2120 tech level.


    HFOG
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    HFOG'd PUs (which I will just refer to as civilians from now on) will be more explicitly able to do things instead of actions, and if given a bit of infrastructure (a "Civilian Infrastructure" facility, which would support 1 Civilian PU/level) would only require energy (1/turn/PU) and 1 unit of Consumer Goods/turn.

    In addition, each civilian would be able to occupy one "slot" in a civilian district facility. The civilian districts would be distinct from normal facilities in that any number of civilian PUs can occupy them in a turn, but they would only perform equal to 25% of their level (and 25% of their power requirements) per PU per turn. For example, a level 5 Consumer Goods Production District with 2 civilian PUs working it would produce 4 Consumer goods (5/4 = 2 * 2 = 4) and consume 2 energy (consumer goods factories take 4 energy/action, so 4/4 = 1 energy/PU) in a turn. A level 10 Consumer Goods Production District with 5 civilian PUs working it would produce 15 consumer goods (10/4 = 3 * 5 = 15) and use 5 energy, and so on. You could also make things like civilian laboratory districts (for doing research actions), education districts (to get experience points for the PUs working them; 25% of the district's level per PU per turn), power plant districts, specific factories (civilian aerospace factory district, for example), that would work in the same way. The civilian districts would still face the normal caps on product quality, though (so a tool made by civilians would still face the caps, even if the district's total bonus was way over the cap).

    The idea being that the civilians would expand the district as necessary, and the 25% figure is what's left over after normal economic activity among the civilians. Factions don't have to spend their valuable non-HFOG'd actions building tons of infrastructure for civilians (because the districts can accommodate any number of PUs), but a bit of civilian infrastructure can actually help. Tools and skills would work at 25% of their normal levels. Civilian PUs however do not gain skill as what they are doing is spread to thin to specialize in a single skill, unless it is gained in an education district.

    3) Consumer goods requirements are capped at 10, and Entertainment/Government/Religion/Thought Control CG-producing actions can be either HFOG points or CGs, player's choice.

    Any pu's gained that where not taken with you from Sol are considered Civilian pu's unless you do a mega project make's them otherwise.

    Points
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    PU HFOG points
    1st 10
    2nd 21
    3rd 33
    4th 46
    5th 60
    6th 75
    7th 91
    8th 108
    9th 126
    10th 145
    11th 165
    12th 186
    13th 208
    14th 231
    15th 255
    16th 280
    17th 306
    18th 333
    19th 361
    20th 390


    For those who came from Seti Tau Ceti
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    Changed PU points, skill learning and gaining, HFOG.
    Last edited by PMChapmanii; 2012-10-08 at 11:36 AM.
    Browne in the playground

  2. - Top - End - #2
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    This is the place to post your actions
    Browne in the playground

  3. - Top - End - #3
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    After waking up from a long sleep you find the records of earth showed that everyone in Sol died within the first 20 years of having left, lucky there may still be some private organizations coming. The records are however not that detailed though, nether are they what interests you most. Records from the Human Tau Ceti Satellite 'TC3' has provided the UN details about Tau Ceti's system which they share to you by lazer, mostly communications that upon first glance are likely of a single language and basic scans of the planet. The Satellite however was taken down the first year of getting there, as the natives have been able to reach space before it arrived 10 years ago.

    You are a year away from the automated systems taking you to Tau Ceti III, this was to give you time to prepare before getting there. It is possible to change where you are going to end up, but once you reach the area of Tau Ceti you will need someone to spend an action to do any major movement.

    The Tau Ceti System:
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    Tau Ceti Ia and Ib: More of a double planet, these two rocky bodies orbit one another so closely that they are actually into detectably oval shapes. Of .3 and .25 Earth masses, they may posses useful minerals, but pose a significant challenge to extraction activities because of the proximity of Tau Ceti and the complex orbital mechanics of the system.

    Tau Ceti II: A barren, orange, rocky planet of 0.9 Earth masses with a primarily nitrogen atmosphere and no greenhouse effect, so it is substantially colder than Tau Ceti III despite its closer orbit. There is liquid water locked in subterranean ice caps on both poles. It has minimal axial tilt and no moons.

    Tau Ceti III: The jewel of the system, a 0.8 Earth-mass planet with an active biosphere and agricultural natives. It has a rotational period of roughly 30 hours and orbits Tau Ceti once every 1.25 Earth years. It has an axial tilt roughly comparable to Earth's, and has two moons, Tau Ceti IIIa and IIIb, of 0.4 and 0.3 Lunar masses respectively. The prime target of the colony expeditions.

    The planet seams to be completely populated with the dots representing massive vegetation reaching into the sky. Most of the planet is doted with towns that seam to be heavy in production of military items. There is clear war around the continent on the right.

    Tau Ceti IV: A gas giant roughly Saturn-sized, with a system of 13 major moons. There is a cometary cloud outside the orbit of Tau Ceti IV, and a small asteroid belt between IV and III.

    Although there are a few battles in space, most of it seams to be around Tau Ceti III and its moons.



    Some notes on formatting:

    This thread is for in-character actions that directly interact with the world. Communications in character between players should be handled in the Communications thread to avoid cluttering the main IC thread with nonstop message ping-pong. All messages between players are considered secret unless espionage actions have been performed, which will require GM resolution. That in mind, please spoiler all laser communications between players in the Communications thread, and don't look at others' spoilers; we're on the honors system here, though if you're paranoid feel free to use PMs, and fill me in every once in awhile on what's going on.

    Please confine posts in this thread to 2-3 posts per turn, describing actions and in-character fluff around them. There is no need to spoiler everything in this thread, since most actions will be visible to the other players, particularly moving around on the surface with no means of stealth. If you think an action would be less obvious, go ahead and spoiler it, and explain why it should be covert.

    Communications
    http://www.giantitp.com/forums/showthread.php?t=259323

    Status thread
    http://www.giantitp.com/forums/showthread.php?t=259324

    OOC/Recruitment thread
    http://www.giantitp.com/forums/showthread.php?t=257882
    Last edited by PMChapmanii; 2012-10-24 at 09:31 AM.
    Browne in the playground

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Escape from Sol


    Destination Reached Commander, According to UN diagnostics, Life forms have been found on Tau Ceti III. Requesting destination.
    Aim for Tau Ceti IIIa moon for now. We need to see where the UN lands and what they plan on doing with these native inhabitants. If they make for Tau Ceti IIIa as well, we will change course.

  5. - Top - End - #5
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    Year 1

    The UN is shocked, not only by the level of population in Tau Ceti, but also that through all there records of Sol they are not going to receive any more support and will have to protect them selves indefinitely. Insted of heading to Tau Ceti III they decide to head to the cometary cloud outside the orbit of Tau Ceti IV where they hope to be able to obtain materials to protect themselves well not getting attacked by the natives.

    Part1
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    Pu1: Teaches Pu5 Marksmanship 50% LA10= 5xp for pu5
    Pu2: Performs for 2 Consumer Goods (CG) = Acting 2
    Pu3: Uses Consumer Goods Factory lv11 = 11 CG
    PU4: Study's Economics 1xp
    PU5: Uses school to and PU1 to learn Marksmanship 25% school lv9+ pu1 for 5xp+1= 9xp going from lv0 to 2/2 3/3 4/4= level 3

    Part2
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    Pu1: Teaches Pu5 Marksmanship 50% LA10= 5xp for pu5
    Pu2: Performs for 2 Consumer Goods (CG) = Acting 2
    Pu3: Farms with Farm lv11 = 11 food
    PU4: Study's Economics 1xp
    PU5: Uses school lv9 and PU1 to learn Marksmanship; 25% school lv9+ pu1+1= 9xp going from level 3 to 5/5 4/6 = level 4 4/6

    Automated
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    Using:
    Automated Advanced Hydrogen Fuel Cell factory lv7 (same as fuel cell except holds 4 energy)
    Automated Chemical Plant lv7
    and Food 6 to make 2 Advanced Hydrogen Fuel Cell's

    End result/changes
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    food 11-6-5=0
    CG 11 +4 (from acting, does not store) -8 (from needs based on skill before actions)=7
    2 Advanced Hydrogen Fuel Cell's

    Pu1: (7) LA10, diplomacy 3, Govern 3, Propaganda 3, Marksmanship 1
    Pu2: (1) Acting 3
    Pu3: Consumer Goods 1/2, Farming 1/2
    PU4: Economics 1
    PU5: Marksmanship 4 4/6
    Last edited by PMChapmanii; 2012-10-26 at 09:10 AM.
    Browne in the playground

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Jul 2007
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    Charlotte, NC
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    Default Re: Escape from Sol

    The UN has chosen their area for the time being. Continue Landing on Tau Ceti IIIa. Search moon for sutible landing zone, then begin preparations for complete assimliation.

    Starting Supplies

    Spoiler
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    1 - cybernetics 6, diplomacy 1 (29 xp)
    2 - Robots 6 (27 xp)
    3 - commando 4 (14 xp)
    4 - physics 4, fringe 1 (16 xp)
    5 - economics 4 (14 xp)[/quote]

    CG Usage: 11

    Suspended animation equipment (Level 5)
    Mineral Scanner (Level 5)
    Ship Landing Gears (Level 5)

    Mining Tools (Level 7)
    Mining nanites (Level 7)
    Ramjet (Level 7)

    Construction Tools (Level 9)
    Construction nanites (Level 9)
    Human/Machine Grafting Lab (Level 9)

    Automated Farm (Level 11)
    Consumer Goods Factory (Level 11)
    Shipboard Recycling Unit (Level 11)

    Training Facility (Level 13)
    General purpose Facotry (Level 13)
    Laser Rifle cybernetic implant pu 3 (Level 13)

    Solar Cells (Level 15)
    Solar Cells (Level 15)
    Biometric Scanner (Level 15)



    Part 1
    Spoiler
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    PU1- will begin Cypbernetics project to allow us to upgrade our PU's in a true cyborg style.

    PU2 - Will use the General Purpose factory (Level 13) to create assembly robots (for use in an automated factory)

    PU3 - Will use the school to learn more about combat - gains 4 XP, Commando 4/4

    PU4 - will use mineral scanner and Biometric Scanner to find landing area on Tau Ceti IIIa that has no inhabitants but acceptable mineral deposits.

    PU5 - Will work the consumer goods factory


    Part 2
    Spoiler
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    PU1- will study more about cybernetics at the school ( + 4 xp, now at 6/4)

    PU2 - will study robotics (no school, so only 1 xp)

    PU3 - Will set up the Biometric Scanner to give a warning if lifeforms approach the ship

    PU4 - Will use the General Purpose Factory (Level 11) to produce armor for our PU's

    PU5 - Will work the consumer goods factory



    Automated
    Spoiler
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    Automated Farm produces 11 food
    Solar cells produce 30 power

    Construction Nanites will build a School using Construction Tools

    Mining Nanites will mine for usable materials using mining tools


    End Result
    Spoiler
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    Food: 11 - 5 = 6
    CG: 22 + 2 (from economics xp) + 11 (shipboard recycling unit) - 11 = 24
    ENERGY: 30, no storage?

    Ending Supplies/ PUs

    1 - cybernetics 6/4, diplomacy 1
    2 - Robots 6/2
    3 - commando 4/4
    4 - physics 4, fringe 1 , production 0/1
    5 - economics 4, production 1

    CG Usage: 11

    Suspended animation equipment (Level 5)
    Mineral Scanner (Level 5)
    Ship Landing Gears (Level 5)

    Mining Tools (Level 7)
    Mining nanites (Level 7)
    Ramjet (Level 7)

    Construction Tools (Level 9)
    Construction nanites (Level 9)
    Human/Machine Grafting Lab (Level 9)
    School (Level 9)

    Automated Farm (Level 11)
    Consumer Goods Factory (Level 11)
    Shipboard Recycling Unit (Level 11)

    Training Facility (Level 13)
    General purpose Facotry (Level 13)
    Laser Rifle cybernetic implant pu 3 (Level 13)
    PU armor (Level 13)


    Solar Cells (Level 15)
    Solar Cells (Level 15)
    Biometric Scanner (Level 15)


    OOC:
    Spoiler
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    Can you look over my actions. I think I did things right, just want to make sure. Also, how much can I fit in the ship? I would like to be able to move once I get some more resources.

    Lastly, how much energy would it take for the ship to take off again?

  7. - Top - End - #7
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    The CC
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    Starting supply isn't needed, but ok.

    Pu's actions need to include relevant skills and likely percentages. EX PU2 would look like more like this: PU2 - Will use the General Purpose factory (25% Level 13 = +4) to create assembly robots (for use in an automated factory) with skill in Robots 6 = 10 except cap is at level 6.

    Action 1
    PU1: They have figured out what is needed for Cybernetics
    Spoiler
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    Cybernetics really came into being in the late 20th and early 21st century and the advanced, incredibly useful cybernetics of the late 2060's onward. Their development was first allowed by the mapping of the Human connectome and experiments carried out in the 2050's and 60's that tracked and annotated the physical ways in which the human brain worked, along with medical advances in gene and immune therapy that allowed for implanting devices for the long term in a human body without fear of rejection. While the initial project was enormous and incredibly costly, the fact that virtually all of the knowledge is preserved in the colonial archive allows for it to be recapitulated orders of magnitude faster. To complete this megaproject and regain access to cybernetics, you will need:

    1) A lab that can add a bonus of at least 10 to Fringe research actions, or a Cybernetics research facility.

    2) A medical facility of at least level 5.

    3) To build a Cybernetics Factory of at least level 10, which requires a construction action. The cybernetics factory will require 4 energy/action.

    4) Action(s) with a cumulative net result of 50 to build and test prototypes from the archive and ensure that they're working with a human subject properly. Anyone with active nanites can serve as a subject without fear of death, but it will probably be excruciating and unpleasant. It is a bad idea to test this on nanite-inactive people. The lab, medical facility and cybernetics factory each contribute 50% of their bonus minus the minimum level to this check, and skills in Cybernetics (100%) and Fringe (25%) will apply here. Tools that allow imaging and analysis of a nervous system, such as CT scanners, MRIs, medical nanites and biology labs will apply a 50% bonus, as would skills in electrical engineering (25%), Robotics (25%) and Thought Control (25%), along with their respective tools/facilities.

    When step 4 is complete, the Cybernetics factory can be used to produce cybernetic implants as tools, which can be implanted in a PU at the medical facility for no action (though this does use the medical facility for that action, triggering power requirements and disallowing its use for other things that action). Implanting cybernetics will activate a PU's nanites, and unless Deep Cybernetic Integration is completed, a PU can have no more than two implants at the same time. A PU can add or remove no more than two implants per turn.

    All cybernetic implants will require 1 unit of energy for each action they're used in, and they can't store much of a charge by themselves, so they can only be used when a PU has access to a constant power supply (such as a power grid, fuel cell or Nanocapacitor). There are creative ways to get around this, such as biomass to electricty conversion implants, suits or vehicles that store energy in fuel cells or nanocapcitors, etc. The variety of potential implants is very large, though in general they will only apply 25% of their bonus to the actions in question (strength augmentations, for example, would provide a 25% bonus to construction actions, as well as hand-to-hand combat actions).


    PU2: You produce a level 6 robot, ready to be installed when you want.

    PU3: If I remember right the training facility (needs correct name) requires an action to design the program to use in conjunction with it.

    "* I was thinking the human/machine integrated learning center would be a school that would give large bonuses to re-teaching things that the school already knew (like learning in the matrix). To use it, first a PU would spend a turn copying a skills experience into the archives. then, other PU's would come in and learn. It would just be a training center in other regards. ... It is capped by its own level and can hold a number of 'lessons' equal to its level. Though if you programed it with one of the main 6 like Liberal Arts then that lesson would only be usable to teach some one Liberal Arts, however as long as it does not pass the buildings max level then the main 6 would be able to surpass the cap that it is presented with."

    PU4: PU4 - This does not seem to be a problem as scans show that there are no colony's on the moon, though there do seam to be a lot of destroyed ones.

    PU5: the skill gained for that is consumer goods not production (Production would only give a 50% bonus). ok, thats 12 consumer goods.


    Part2
    PU1- same problem as pu3 last action
    PU2 - ok
    PU3- how? Are you trying to set up an AI, make a program for it, or simply watch it yourself?
    PU4- Same problem as pu 2 action 1, but this would produce lv 4 armor (capped by Physics). And skill gained would be something that gives 100%, production would not do that (and would likely only give 25%).
    PU5- ok

    Construction Nanites will not build things automated, unless you wanted them automated or if they where 'construction nanite modules' (which are only one use, but takes little to no time and gives its full bonus.)

    Mining Nanites will mine for usable materials using mining tools: this action can't be done yet sense you are not near any thing to mine, also not an automated action unless you wanted them to be automated mining nanites.

    You are assumed to have brought all the basic materials you need for any actions you make within the first 2 years.

    Shipboard Recycling Unit does food to, and no you didn't bring anything to store the energy.
    Last edited by PMChapmanii; 2012-10-26 at 09:05 AM.
    Browne in the playground

  8. - Top - End - #8
    Bugbear in the Playground
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    Jul 2007
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    Default Re: Escape from Sol

    I didn't think you were letting me have the Cybernetic Learning center, since I wouldn't have cybernetics yet. I was also assuming I reached the moon this turn and the nanites could work by themselves. I'll fix the turn later today.

    As I'm still trying to get the basics of the game down, If I had PU 5 build the robots, they would be level 5, right?

    Generic Factory level 13 (25%) = 4 + 4 economics (25%) = 1 equals 5

  9. - Top - End - #9
    Bugbear in the Playground
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    Default Re: Escape from Sol

    Changes:
    Spoiler
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    PU5 ending skills: Economics 4, Consumer Goods 1
    PU4 ending skills: physics 4, fringe 1 , Armor 0/1
    Ending Food: 11 + 11 - 5 = 17

    Part 2: PU3 will use construction nanites and construction tools to build a training center( level 9)

  10. - Top - End - #10
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    The CC
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    PU3: Ok, the skill applicable for that is teach with fringe as the alternate cap. 25% tool +25% nanites =6 except the cap of 1. Facility takes 2 energy an action.

    Isn't that what your Training Facility is for? See ooc for rest.
    Browne in the playground

  11. - Top - End - #11
    Bugbear in the Playground
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    Default Re: Escape from Sol

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    My training facilities are meant to be education facilities.

    What are the use of construction nanites? I was thinking I could use them to build level 9 buildings. If the new building would be level 1, that PU will do nothing this turn.

  12. - Top - End - #12
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

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    Construction nanites are nanites that can be used as construction tools.

    And what was the purpose of educations facilities?
    Browne in the playground

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: Escape from Sol

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    Can you use the schools without the 1st PU? In your example, you used PU1 to teach PU5 using a school. I'm trying to use it without PU1

  14. - Top - End - #14
    Dwarf in the Playground
     
    ClericGuy

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    Browne in the playground

  15. - Top - End - #15
    Bugbear in the Playground
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    Default Re: Escape from Sol

    Alright, In that case, can my first education facility be changed to a school (fringe, level 13), and ignore construction, PU3 will just study Medicine.

  16. - Top - End - #16
    Dwarf in the Playground
     
    ClericGuy

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    Browne in the playground

  17. - Top - End - #17
    Orc in the Playground
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    Default Re: Escape from Sol

    Jahahaha! We've begun to land on Tau Ceti III, Let us begin.

    Part 1:
    Spoiler
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    PU1: Construct a hydroponics farm.
    PU2: Attend to any wounded that may have been injured during the journey.
    PU3: Begin to do the research on how to create g-modded crops for Tau Ceti III
    PU4: Learn farming. +1 xp
    PU5: Design a generic factory.
    PU6: Maintain tools.


    Part 2:
    Spoiler
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    PU1: Begin constructing the generic factory.
    PU2: Open channels for diplomacy.
    PU3: Shift plants into g-modded better forms.
    PU4: Farm the farm (2 farming)
    PU5: Keep everyone under control.
    PU6: Maintain tools.


    Spoiler
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    What automated stuff? This game's math is confusing, and I have to go sleep.

  18. - Top - End - #18
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    The CC
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    With the change to a school,
    part 1
    PU3: that would be 5 xp 25% lv13 school=4 +1 normal studying experience.

    Part 2
    PU1: same as pu3 part1 5xp.
    PU3: ok +1xp into medicine (Life Science).


    The Geneshifters
    Spoiler
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    You are not yet at the planet but will be next turn.

    Part 1
    PU1: 25% level7 Advanced Construction tools (versatile)=2 + 25% construction level 3 1/5 =3 cap is set by farming skill of pu 4 (which at the time is level 1) for a level 1 farm, it needs 1 energy to work

    each ship holds windows to build 1 extra thing that needs light so this would take that spot

    PU2: ok, there where no wounded so you're pu may still take actions.

    PU3: Although they think that they would likely be able to plant on the ground without knowing what it would to the environment they have found that Understanding Cetie Biology will likely be a very large undertaking, as though tools from Earth should mostly apply, virtually nothing beyond the most gross anatomy is known already. The project would proceed in "arms" which work independently from one another, though use similar tools.
    Spoiler
    Show

    The Ecology/Evolutionary Biology arm will require:
    1. An action to collect samples and data about each major biome (different colored region of the map) on Tau Ceti III. Biomes of the same type that are not contiguous with one another count as separate biomes.
    2. A lab capable of at least a 50% bonus toward Medical actions
    3. A Genome Sequencer, which could be made in an electronics factory (50%), General Purpose Factory (25%), or Precision Tool Manufacturing facility (or its ilk, 100%). The Genome Sequencer can analyze one biome's sample per action per level of the sequencer plus relevant mods of the PU performing the sequencing. It will require 2 energy per action.
    3. Action(s) to sequence the DNA of all of the samples with a Genome Sequencer tool.
    4. An action on a supercomputer to analyze and annotate all the data, construct an evolutionary tree, and dig through behavioral data to assign ecological interactions. Each point of the modified check will produce information from one biome.

    Note: All of these steps could be performed before all the samples are collected, and you'd get that information when the analysis step (the supercomputer) is completed.

    The Molecular/Cell Biology arm will require:

    1. Samples of any one species of Cetie life to be analyzed. This does not have to be an action unless it is rare or far away.
    2. A lab capable of adding at least a 50% bonus to life sciences research.
    3. The sample must have its DNA sequenced and analyzed. If the biome the species is in has been analyzed in the Ecology/Evolutionary Biology branch this doesn't need to be repeated. Any modifier on the Genome sequencer/supercomputer checks will work for one action because this is a single species. Ceties are in all biomes except the oceans.
    Optional: An action must be taken to establish nonlethal test samples (such as cell lines) from the species in question. The level of the test samples caps the result of each individual action for phase 4, but they are reusable.
    4. A number of actions that yields a cumulative result of 50 must be performed to figure out the biochemistry of the species in question and analyze its cellular biology. Some information will become available at 25. Biology labs, skills in biochemistry/medicine, and biology tools will provide a full bonus and supercomputers and chemistry skills will provide a 50% bonus.

    This arm may be repeated any number of times on a different species every time.

    The Microbiology arm will require:

    1. Samples from any one biome in the same manner as the ecology/evolutionary biology branch.
    2. The samples must be sequenced as above.
    3. A lab adding at least a 50% bonus to life sciences research
    4. A number of actions that yields a cumulative result of 50 must be performed to figure out the biochemistry of the microbial community in question and analyze its cellular biology. Some information will become available at 25. Biology labs, skills in biochemistry/medicine, and biology tools will provide a full bonus. Supercomputers and chemistry skills will provide a 50% bonus.

    This arm may be repeated any number of times on the microbial communities of different biomes.

    The Anatomy/Medicine arm will require:

    1. Live samples of the species in question.
    2. A facility to hold the live animals in question. A biology lab will provide a 25% bonus to animal holding, but labs that provide a bonus of less than 100% to biology research do not include holding facilities.
    3. The samples must be sequenced as above.
    4. A lab adding at least 50% bonus to life sciences research.
    5. Actions must be taken for a cumulative net result of 20 to dissect and document the anatomy of the species in question. Samples for this phase do not have to be alive, but cannot be decayed beyond recognition-- the recently dead are preferred.
    Optional: An action must be taken to establish nonlethal test samples (such as cell lines) from the species in question. The level of the test samples caps the result of each individual action for phase 6, but they are reusable.
    6. Actions with a cumulative net result of 50 must be performed to test drugs and surgical procedures on the specimens in question and gauge their biological effects.This action cannot be performed until the biochemistry of the species has been worked out to at least the 25-cumulative check midpoint.

    This arm may be repeated any number of times on a different species every time.

    PU4 ok
    PU5 does not have the skill to do so because it would be caped by 'production' or 'Economics' though engineering level 2 (economics 5xp), computing level 2 (economics 5xp) would give 50% bonus's.
    PU6: The tools do not currently need maintained due to there fine workmanship. Is there something else you would like for them to do?

    Part 2
    PU1:Does not have a skill to cap that, and therefor can't make it.
    PU2: With who?, to what goal?
    PU3: Would need be on planet to work on that project (possible next turn).
    PU4: Farm would need power, which you don't have any. (The Cybernetics Core has lots if you wish to talk to them in the communications thread http://www.giantitp.com/forums/showthread.php?t=259323)
    PU5: Is this to make consumer goods or as a govern action so they don't need consumer goods? Govern is more affective but has an affect on moral over time.
    PU6: The tools still seam to be in good condition, Is there something else you would like for them to do?

    There are different type of factory's you could make that would be useful.


    The Food-Recycler is the only thing that is automated, the automated section is for things that do not require pu actions to perform.
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  19. - Top - End - #19
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Escape from Sol

    Turn 2 has now begun.

    As the ships begin to reach there designation and the year starts to end a radeo wave reaches all the ship from the UN “WE ARE UNDER ATTACK, ARE ARMOR IS HOLDING THEM OFF BUT WE NEED ASSISTANCE AS THEY HAVE HINDERED MOST MOVEMENT, ARE MAKING SLOW PROGRESS, AND CANT BE FOUND, WE ARE HEADING OVER TO YOU BUT WILL NOT LIKELY BE ABLE TO MAKE IT TO YOU WITHOUT MEETING IN THE MIDDLE.

    For the most part your ships have reached there destination, but to be able to help the UN you will have to spend a pu during turn 1 to get to them, and any others you want to help helping. Or you could just pick your spots on the moon/planet.

    The planet you are orbiting seams to be full of chater but otherwise seams rather quite with nothing new coming into space, though there are some rather odd rockets being made down below that could pose a threat if launched and aimed at you.

    Further more it has been noticed that the groups Nu’ro Corp, Titan, and Grim did not make it from the trip and have not been seen seance you awoke from sleep 1 year ago. How you could have not noticed them till now is unknown sense that was 1/2 the groups coming with.
    Last edited by PMChapmanii; 2012-11-09 at 11:02 PM.
    Browne in the playground

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