IOT: Great Journeys [Sign-ups and OOC]

Baalcah in the Kin system: Cold and wet. Archipelago. The iced poles are vast in mass, taking in parts of many Grey nations to force to adapt to the conditions. The hottest places around the equator are more moderately hot than compared to the heat of the areas around Earth’s equator, although this is moderate in a human sense: it is quite extreme in a Grey sense. Vast isle formations. The “capital” of Cabildo is located on its own isle, connected to its mainland by artificial bridges and a land bridge that forms when the tide is low. Rain is a common (and welcomed by the water loving Greys) occurrence in many areas. Areas where it’s rarer have seen also (or at times definite) religious connection to the rain’s arrival. Winds tend to change a lot than the winds of Earth, reasons why the adopt of the rounded sea ships to cope with the unforeseeable weather.

Hummol in the U’arn system: temperate and wet. Fractal. Two largest continents are barely connected by costal wars thanks to a chain of isles known as the Alaja, located around the north. The “capital” settlement of the world, Mandones, is located on the central Alaja isle of Tun. The planet‘s hotter conditions have proven rather challenging to the Grey, cold loving settlers. The hotter parts need lead to development of some systematic equipment to help Greys cope with heats, such as cooler masks. No suits were developed though for the Grey rather… naturalist attitudes.

Kak in the Bescuk system: hot and moderate. Pangea. Have plenty of tropical areas in the equator. Noted for vast deserts and harsh mountains. Very hard rock formations with soft areas. The sea is more salted than the sea water one would find on Earth. The “capital” colony on the planet is Ahau, located on the most southern part of the great continent of the planet, as near to the south pole as possible. The planet’s tropical senses is filled with plenty of disease that has hindered the Grey’s settlers and caused the great Ek Can (Star Disease) outbreak that caused suffering to the Greys, while at the same time leaded to the development of the already advance medical practices to be set for coping with the foreign worlds. The consideration of bulky protection suits have appeared on this world, a alien concept to the otherwise naturalist Greys, especially as the “suits” have not been developed with a history of clothing (due to the Grey’s lack in development in the stuff), resulting in rather robotic… “suits” that are very rough for its inhabitancy.
 
Would any race be interested in a symbiotic relationship with a plant race with a resource economy? It would be kinda fun to RP. Just message me
 
Government of the Sectiods is the Union of the Uinicob/Sectiod/Grey Nations, leaded by a democratic Council of Nations. Being a psychic species the Greys have a collective interest in economics, focusing on resource efficiency. The council has great influence from the most powerful Grey nations: Keken, T’arf, Pooarseihll, Xi’inkar (although it is declining) and Luchbel. The Council is also influenced by powerful organisations, notably the two primal organisations on space colonisation: the Negotiation Union for the Unicob Future and the United Space Colonisation Union of Nations. However one of the most organisations is the Gelatic Unicob Health Board, forged primly as a means of consideration for the health of colonists but ended up gaining additional power after the Ek Can outbreak, gaining a role as chief monitor of stellar movements for any illnesses. This required the giving of coercive power to the Health Board, giving them attention from many organisations in the Union of Unicob Nations, including the T’arf Mining Collective and the I’iend Space Travel Union. There are other powerful organisations such as the said mentioned I’iend Space Travel Union and the Climate Management Society of Kak. Overall a semi-federal democratic power made up of nations, set in collective link via mental influences and a health board as among the most powerful powers in the power.
 
As I don't want to clog the game thread up, could you post here (or there I guess) What you would expect from a typical Orders PM?
 
I'm not very picky. I want your stats on the PM, all of it. Everything; research, building infrastructure, raising fleets, planning designs will cost certain amounts of different resources and manpower/money. Divide up your resources to pay for what you want for the next turn. You /can/ half-construct a ship, building projects will probably span several turns, as will research. Basically, here's what I'd expect from a standard PM:

Example
Homeworld: Example; Example System
Government: Example
Economy: Monetary
Monetary Points: 5,000c; 1:1 ratio with Galactic Standard
Resources:
• Common Metal: 5,000u
• Energy: 5,000u
• Rare Material: 5,000u
• Biological: 5,000u
• Element Zero: 0u
Resources required for population sustainment: 200u Common Metal, 400u Energy, 300u Rare material, 500u Biological

Domestic:
-Send 500c, 250 metal, 100 energy, 50 rare material, and 250 biological resources to system Example II for the Grand Example Construction Project.
-Send 625c,500 metal, 135 energy, and 100 rare material to modernize the infrastructure of the colony in Example IV.
Military
-1250c, 575 metal, 490 energy, and 310 rare material go into the construction of the capital ship currently in production.
...

etc.

Something along those lines. You will know how much construction projects and ships cost, though. However, things like modernizing infrastructure does not have a set price, and you will have to send resources to such things in a general fashion. I will likely give you a broad price range, but that's about it.
 
Oh, my bad. Will fix momentarily.
 
So I noticed that there are stats for Resource Economies within the military section. What are the costs of building units for Resource Economies?
 
The only things that have a clear price are drafting military/ship designs. It depends on the project, really. A new basic mine for example may take in total 500 manpower's worth of work.
 
The only things that have a clear price are drafting military/ship designs. It depends on the project, really. A new basic mine for example may take in total 500 manpower's worth of work.

Yes, but the both the Monetary and Manpower economies both have established costs for military, whereas the Resource one doesn't in the OP.
 
Ohhh

Count them as the same.
 
That's provided in the part that talks about them. Resource economies more efficiently use resources and can better specialize in technology; manpower economies exist to have as large as a population as possible and can't research as well.
 
Can I keep my military designs (and their fatal flaws and grand strengths) seacret (PM to you), or do I have to reveal them in thread?
 
You can keep technologies and projects secret if you wish.
 
Ok. I am utterly and completely confused. I tried to make orders and now... :confused::crazyeye:

First: Do we need to come up with stats for recon fleets or do we have a basic one at the start? Same for military.

Second, can a ship have 0 power, 0 hull or 0 engine?

Third, can a ship have 0 communication if a different ship is handeling communication for it?

Fourth: What % of the population should go into producing more population to break even?

Fifth: How many resources do we get per population point into them, or is there no set conversion ratio?

Six: What do we use resorces for other than research

Seventh: Approximatly how much does research cost

Eight: Biosphere resources are "essential to keeping your populace healthy". Is that true even for synthetics?

Probably just the beginning, I think I will have to write a essay worth of RP to get through what I do comprehend!
 
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