IOT: Great Journeys [Game Thread]

OOC: I suggest we wait till we meet and learn how to communicate with each other so that we can set our willings to exploration. Anyway it is best to make contact before being judge of whether a power is freind or otherwise.
 
I didn't think we had contact with each other, and I would prefer if we had to develop our communications before we could open direct diplomatic channels.
 
Actually, I had changed my mind to species bordering (on the secondary map) eachother had contact. I'm liking Mosher's idea, too.
 
Okay, I'll get rid of that relations list and do my planning. I can't be bothered to redo my RP, so I'll just pretend that 4A expanded for more sensible reasons. Oh god, these poor Ascended are going to get slaughtered. :lol:
 
MECHCOMM UNIT PROFILE: SURVEYOR

Spoiler :
Mech_Comm_Surveyor.png

A staple of the most bare-bones landing force, the surveyor is an autonomous robotic probe equipped with a vast array of geological sensors that can quickly provide information on nearby terrain as effortlessly as passing over the site. It is fairly fast and amphibious, although its default sensors are not designed for extended radar, and thus it is not an effective scout. The surveyor's primary function is to locate subterranean resource deposits for the establishment of mining facilities; it can also spot stealthy defences such as land and sea mines. While fairly sturdy, it is unarmed and easy prey to even the lightest combat units; fortunately, it is extremely cheap to produce.

(Given that this is a non-combat unit, do you want production stats, or would this be lumped in with base infrastructure?)
 
It'll be specialized equipment, so yes, it will be having a specific price for production. Know that it will only yield *alright* results, and making it more efficient will require research. At any rate, you can now begin research for making this better.

Let that be a basis for all of you; it is that easy to open things up for research.
 
The Economy of 4A is a hybrid of a state controlled economy and capitalism. The economy of the Aoli is an agriculture based barter system, the Aoli have no need for anything more complex. There is no government forcing you to work in an Aoli town, but the benefits of working are pretty cut and dry. If someone's farm fails then they have no food and they starve. Even for the Aoli who don't have a farm, a lack of work means a lack of food.

The Ascended and the Artificial have a system that is a mixture of capitalism and state controlled markets. 4A's non-Aoli workforce is entirely made up of what 4A call Androids. Androids are purely robotic bodies that are capable of having an Artificial or Ascended consciousness inside it. Most Androids have humanoid bodies, however some classes of ships are considered Androids as well, as most of 4A's ships are controlled in a similar manner to humanoid Androids. Each Ascended and Artificial are expected to spend five hours a day downloaded into an Android (or multiple Androids if the controller has enough skill). As there are 25 hours a day in 4A's timekeeping system, the day is divided into five five hour shifts. Each shift has roughly 1/5th of the population of the Ascended and Artificial in it, so everything has people manning it all the time. There are a few brilliant scientific minds who are exempt from manual labour, however, they usually spend much more time devoted to their work then manual labourers, so being a scientist or bureaucrat is a mixed blessing.

Failure to show up for work when you are an Ascended or Artificial will result in the allocation of Material Credits. Material Credits are comparable to money, they allow an Ascended or an Artificial to pay for food and energy and anything else they would desire. However, unlike capitalist systems buying and selling is completely done through the government and everyone gets an equal amount of Material Credits a day. Selling goods that are bought from the government isn't illegal, but there is no reason to do it because there is no way anyone could make a profit from it. The only reason that Material Credits exist is just to put a cap on daily spending for one person, so they don't demand an armada of spaceships after a day of work. Technically you could own an armada of spaceships, although it would take centuries to save up that much Credits. The only exception to this is the interactions between the Aoli and the Ascended.

The Aoli sell their excess produce to the rest of 4A for metal. Originally 4A sold the metal directly for the food produce and then traded it to the populace, but then it was decided that it would be more efficient to just allow the Ascended to directly buy the food themselves. Most Ascended buy food from the Aoli, the Ascended have a fungus that they grow for food, although it is unanimously agreed that the fungus tastes horrible. The Ascended exchange their credits for metal and then they exchange the metal for food. The Aoli famers trade their metal and food with their blacksmiths for tools and weapons.

The economy of 4A has maintained this stable equilibrium for hundreds of years, but this could all change if and when contact is made with alien species.

OCC: I know the credits are technically money, but I believe that it has more similarities to a resource economy than a monetary one. And 4A wouldn't use Material Credits in trading with any other species, they would just trade the raw materials. Is this still acceptable within the parameters of an Material Economy Tyo?
 
OOC: I will write from a documentary/unafiliated viewpoint unless otherwise specified, since I cannot realistically place myself in the shose of a nanite factory hivemind swarm (nor does the swarm require shoes).

A large metal pod crashed on the rocky surface of obj_2. The heat sheild still warm after landing. Troughout the planet, similar colony starters where landing in places where an orbiting device found minirals to reutilize. This was a factory, that made other, smaller factories. It had some worker droids with it already, and the tiny machines, like silver mosquitoes decomposed the unnecissary metal of the landing pod, leaving only a heat shield and colony_start_factory standing. These droids then melted themselves into scrap metal, since they functioned like parts of their main factory, and not independantly. From this metal, the pod made its first new factories. Small boxes on wheels, powered by solar panels, with two kinds of nanomachine. The first where small arieal scouts, designed to find good mining sites. The second where designed to find and bring back minerals to the factory if a site was found. These factories where purpousfully made for both exploration and resource gathering, since they, where to start this pod's entire operation. If these wandering factories found something, a third, final specialized device was produced by the pod, which planted explosives to blast away the outer rock, revealling the raget minerals. Only if the mine bots brought back enough resources for the pod to construct a transmission device to contact the orbiter, was the mission considered sucessful. Otherwise, the pod was programed to default to going to already sucessful mining sites to prevent wasted colonies. Once resources where found and a transmitter was built, more pods would land to set up processing plants and begin the process of strip mining the surrounding area, devouring everything that concealed useful metals. The worker nanites themselves burrowed into the rock and brought out material, which was stored in their main factory or melted into more nanites. Devices breaking down is no problem, since they are merely identified as metal by the tiny laborer droids, and as if dissovled by the silvery nanite cloud to be reutilized. The early colony is inherintly mobile, since the nanites do not need elaborate living space, only shielding, which they can eventually gain just by digging themselves into the ground. Only once a major resource vein is found do pods with structures such as info jump gates, land to connect the colony to the rest of the nanoswarm.

OOC: My colonizing style.
 
Resource collectors of the G!ra
An outline of the resource collection subspecies and their methods of harvesting,
Dr A. Richardson, PhD, Professor of Xenobiology, University of Melbourne​


The G!ra have three basic harvesting species that we have dubbed 'strippers', 'harvesters' and 'miners'.
As expected of G!ra genelines there are many differences between organisms that perform similar functions on different planets and in different environments, but for simplicity we have collated them into the three families by function.

First we have the 'strippers'. These accompany the colony fleets and harvest animal biomass during the invasion phase. They follow the initial wave of hunters and war beasts to strip the flesh of the native creatures killed by the G!ra and any G!ra killed by the natives. Specialised strippers follow to consume the inorganic remains. Once sated the strippers they return to a central location to disgorge their harvest so it can feed the invasion or be sent to an established colony.

Secondly there are the 'harvesters'. This family is more varied than the other two as they are specialised for particular species of plants. The harvesters manage the native flora of G!ra worlds, both nurturing the growth and harvesting the biomass.

Finally there are the 'miners'. These giant worm-like creatures burrow through the crust of a planet to extract useful ores and minerals. They consume the soil, rock or sand that they travel though extracting the useful components and excreting those that are of no use to the hive. They periodically return to the surface to disgorge their cargo for refining and purifying.
 
@ everyone I have to PM and all players in general:

Sorry for not getting to your concerns today, or not posting the technologies and associated costs. I've (unexpectedly) just started my dual enrollment course, so that ate up a good 3 hours of time practically out of no-where. I promise I'll get to you all tomorrow, after 5-6PM EST.
 
OOC: Ill get back to this after getting things settled and organized. Tho, do you prefer orders via PM?
 
MECHCOMM UNIT PROFILE: SCOUT

Spoiler :
Mech_Comm_Scout.png

The scout is a light combat and reconnaissance vehicle, typically one of the first fighting units deployed to the field. Fast and agile, it can traverse rough terrain with ease, and is equipped with deployable floats to ford water, although at heavily reduced mobility. While not quite as effective as radar trucks or AWAC planes, its onboard scanners can detect enemy movement before entering combat range. Lightly armed and armoured, it is useful in hit-and-run attacks against lightly-defended installations, or in packs to harass heavier, but slower-moving targets.

Recommended stats
Armor: ♦
Shields: ♦
Mass Drivers: ♦
Lasers:
Engines: ♦♦
Comm. Systems: ♦♦♦

(Am I doing this right?)
 
Ok, I have just got done doing an adjustment to designing ships in order to re-balance and clarify things I deemed vague as well as adding a detailed technology section. I suggest you all go look at it.

@Thor, yes, that is basically good but you forgot to add the power systems to the stats, which is required. Also, assuming you put at least 1 point into power, you have two more points to spend in other areas.
 
Isn't power only for spaceships?
 
Oh crap I totally missed that it was actually a vehicle.

Lol. Alright, looks good to me.
 
I changed the management system to be less arbitrary. It's very simple to learn, I'm sure you guys'll get the hang of it quickly and now you don't have to spend without knowing what anything is really doing.

Economic Management
Managing economies is simpler than you think. You should read up on the resources section of this before reading this part. Managing economies works like this:

Each system has 5 Logistics Slots. Logistics Slots are used by the Austen's manpower to do things involving the economy. Gathering resources, refining resources, and Civil technology research all take up these slots. All of these slots are basically equal. You won't obtain more from one slot than the other in terms of resource output for example. The slots can gather any resource, and it will gather it at a certain rate depending on the resource rarity on the resource rarity scale that is implied in the resource section. You can increase this by researching infrastructure technologies, either the broad one detailed in the tech section or one you happen to come up with. You then modernize the infrastructure based on your findings. Upon completion, all slots will be more productive in that system. The total gain by all your slots across your systems dictates your incomes. Manpower and monetary gain does not have to take up a slot, but if you assign a slot to those it will increase your incomes in those areas the next turn, but as a result your currencies can inflate and your manpower upkeep will increase by more than usual.
 
A Treatise on the Technology and Society of the Hyrhh'unt Hegemony

The Hyrhh’unt (Tinearapax cogitans) of the planet P’rho in the Aakio Ooh system, located approximately 72,000 light-years from the Galactic Core on the Scutum-Centaurus Arm, 24 degrees Galactic Longitude, are a fascinating species with an interesting society and technology very different from anything found on Earth. Do note that the information contained in this treatise was inferred only from the data Far Horizon station has been able to retrieve from P’rho and it is very probable that several errors are scattered throughout the paper.

As far as we can tell, the Hyrhh’unt seem to have a social system roughly analogous to a ‘pecking order;’ within each Hyrhh’unt pack, individuals express dominant behavior & subordinate behavior toward other individuals- though this does not seem to be a permanent arrangement, as we have observed Hyrhh’unt who were previously thought to be the ‘runt’ of the pack later showing dominant behaviors towards supposed pack leaders. This pattern of individual Hyrhh’unt competing for status within a pack is repeated on a societal level, as the differing Hyrhh’unt packs often join together- for various reasons- into a larger clique. These large cliques often join together to form loosely connected gangs, which themselves join often join together into larger cartels, and so on and so forth, with the constituents of each conglomeration constantly vying for power & control within their groups- actually, the competition within each association of Hyrhh’unt most closely resembles the sort of jockeying for position that political parties & special interest groups here on Earth engage in on a routine basis; the ability of individual Hyrhh’unt to leave their pack and either start or join a new one reinforces this idea, as eventually the factions will come to be composed mostly of likeminded individuals who share goals & philosophies, all simultaneously attempting to usurp leadership of whatever group they find themselves a part of.

Their technology, however, is infinitely more interesting that their social organization. Unlike most other known creatures in the galaxy, their technology seems to be organic in nature, with very little synthetic parts. We have observed them using their marvelous biotechnology to construct great spacefaring vessels. Mineralized tissues incorporating strong metals are not only used in the construction of the chassis & hull of the craft, they provide the basis for the decks & rooms of the ship as well. Everything one would need to construct a spacecraft- engines, weapons, power generators, ect.- are made from organic products & extracts or parts of living creatures, or- in the case of what we believe to be the ship’s computer-are still-living creatures themselves! Sealing Waxes extracted from what appears to be some kind of cephalopod are applied in layers over everything, binding the whole structure together, & sealing all components in place. Even the armor is made of an organic product; rubbers extracted from an aquatic plant are subjected to extensive vulcanization, laminated to improve durability, and used to coat the vast majority of the finished craft

The production of their starships is not the only area in which the Hyrhh'unt apply their knowledge of biotechnology; for everything humanity uses machines or electronics for, the Hyrhh'unt use organic technology. From their cities, crafted from corals & seaweeds, to their communication systems, which utilize living creatures capable of transmitting information over radio frequencies or nerve networks, to their computer systems, which appear to be based upon a combination of wetware & biomolecular computing, nearly every piece of Hyrhh'unt technology is biological or organic to some degree. As to the question of why their technology tends to be biological in nature, that would be a product of their environment. As primarily aquatic creatures, fire would be virtually useless, if not completely unknown to them; furthermore, here on Earth the wheel is widespread, and was invented early in our species technological history. Wheels are incredibly useful machines, able to be used for a variety of tasks, but the one that would most appeal to a primitive culture would be the combination of a wheel & an axle to facilitate the movement of heavy or cumbersome loads. Such an application would not be of any use to a primitive aquatic culture, however, as whether or not a pack animal could pull a heavy load would be dependent on the strength of the animal in question, as well as the hydrodynamics & buoyancy of whatever was being pulled. Without any reason to utilize fire or the wheel, the vast majority of our own technological developments would be closed off to them. Combine this with the inherent differences between life in land & life underwater, and it makes perfect sense that the early Hyrhh'unt embraced biotechnology in lieu of what we would consider more conventional mechanical & electronic technology.


Designs & Orders should be up later today or tomorrow.
 
Arkship:

Arkships are the biggest class of ship that 4A builds. They are intended to transport upwards of 50,000 people at a time to new worlds and all the resources that a fledgling colony would need. Arkships are Ellipsoid in shape, with a square landing platform at the bottom of the ship and a circular engine room at the back of the ship. Arkships are intended for first settlement of a planet or for the construction of a new city on a planet, as when they land they are disassembled for building materials. The thick hull is used as construction materials for buildings and the engines and shield generators are used as a temporary generator as the space station is set up. Unlike a vast majority of 4A ships, these ships are always piloted by Ascended there with their real bodies, as it is cheaper to use colonists to fly there rather than using remote controlled androids. Currently there are no Arkships in construction as 4A has not found any more inhabitable planets nearby, however this will probably change when an inhabitable planet is found.

Freighter Class:

Freighter Classes are transport ships that have two sub classes, Personel Transport and Material Transport. Personel Transports transport people and androids to systems that have already been established by an Arkship. Material Transports transport materials planet to planet. Freighter Classes are comparable to steam trains on Earth, they have a driver's compartment, an engine compartment and a whole bunch of compartments that are not permanently attached together. This allows for Freighter Classes to vary the amount goods and/or people they can transport in one trip without having a large amount of wasted space they need to tow. Freighter Class ships are controlled by an uploaded consciousness, however they also have life support systems within them and manual controls in the case of emergency.

Capacity: 1 as a base, an additional 1 for every carriage.

Scout Class:

Scout Classes are scouting ships that are created to scout out the regions of space for planets. They are run entirely by uploaded cons consciousness, which means that there are literally no life support systems and that allows the ships to be small and agile. They carry miniature satellites that are dropped off at regular intervals so the range of transmission of consciousness and information back to 4A. The ships are mainly made for finding inhabitable planets, so resources and strange readings are almost entirely ignored by these ships, left to be discovered by another member of 4A.

Resource Scanners: 1
Planet Scanners: 5
Anomaly Scanners : 1
Engines: 5

You may note a major lack of militarisation with these ships. That’s because 4A hasn’t needed much militarisation at all. The closest thing that they have to a military is a police force and their main foe are angry Aoli armed with swords and shields. They also haven’t had any proof of alien life, so if they meet a powerful military foe, then they aren’t going to fare too well…
 
It looks like most of you are terribly confused at the rules, and its really showing in the activity and number of questions. This isn't going to fix itself, so I'm sorry to say that I'm closing this for repairs. It will come again, but I need to revamp the rules. Save all your roleplay, in any case.
 
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