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Citadel (sci-fi city builder)

Posted Aug 30, '13 at 2:45pm

Nerdsoft

Nerdsoft

1,066 posts

Welcome to Citadel! In this game, players will build pointless city-states, name them and then build in them! What's the twist, you ask? Well, it's in space!
A little backstory:
Auric had a planet. A planet that could hold life. Two planets, in fact. Both of which could be new homes for humanity. And a wormhole! Only two months until a once-in-a-century wormhole opening would allow people to go forth and colonise the system!
The day came. The ships went through. The cosmic event ended. About five years later, on system entry, the crews were unfrozen. And... nothing. One huge ball of slag where two planets should be, burning hot and spiralling into the sun. In a few weeks, the remains of Auric 3 and 4 would tumble into the local star.
They were trapped.
Here's the deal: you fill out this sheet:
Leader Name:
Leader Bio (optional):
State Name:
Origin of Colony Ship:
Flag:
Then I will give you a location. If you want a particular location, ask me.
Then your city sheet will look like this:
[State Name]
Leader: [Leader Name]
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
News:
City founded

Every 10 citizens cost you one food and one water. I'll explain buildings as we go. Good luck!

 

Posted Aug 31, '13 at 5:35pm

Nerdsoft

Nerdsoft

1,066 posts

Also, be sure to read at least the first few pages as this game might change. I also realise I'm being very vague, so here's a few pointers:
-Ships have a classification system as follows:
Class zero: satellites. Size ranges anywhere between 50 cubic centimeters to 20 cubic meters.
Class one: fighters. Can go in and out of atmospheres with ease. Size between 3x4x1 metres and 7x10x5.
Class two: frigates and that. Clipper-sized ships, less streamlined than fighters but can still enter planets with reduced efficiency. Size: 15x15x15
to 40x40x40.
Class three: big things. Tend to be big. Can, with difficulty, enter planets, but only after Advanced Spacecraft Design 5 is researched. Size: 50x50x50 to 100x100x100.
Class four: massive cargo ships, battleships and other things. Cannot enter planets until Antigravity is invented. Size: up to a huge 500 by 500 by 500.
Class five: carriers and the like. Until Antigravity is invented, going anywhere near a planet is out of the question. Up to a kilometre in length, but only up to 700 in width and depth.
-Technologies can be acquired by theft, plunder, purchase or (heaven forfend) actual research.
-Miners need to drop off their cargo at Hubs or the City, with Hubs being space stations devoted to storage. You'll need to ship minerals from base to city though, so keep a ship handy until you figue out wormholes.
-Co-ordinates are essential here, so be sure to document them carefully. Co-ords tend to be up to 500 or -500, though some co-ordinates are outside those bounds (i.e. 2435,-694,100 or 3532,102,49).
-A few of the richest asteroid fields around are 20,53,80, 39,100,34 and 11,9,2.
-The planets in the system are Vulcan (around 130.5 degrees Celsius), Galileo (around 70 degrees), Slag (around 30.2 degrees), Kappa (about freezing point) and Charon (about -50 degrees)
-You'll need to make up your own ship designs, like the size, function and equipment.
-You will discover more materials as we go along.
-Units are metric, so we'd generally talk about tonnes although food and water have their own units (basically, one unit is a day's worth of nourishment for ten people)
-Plan out infrastructure. Assign ships to supply stuff, like this:
Property (space): Mine hub 1 (60 Titanium/turn, 10 staff, 10 food, 10 water, 3 Miners, 1 Clipper [60 Titanium to City, 1 food, 1 water/turn])
RULES:
1. No abuse. No.
2. No spam. That means one post per turn, though you may override your posts before the end of the turn.
3. Only one city will be allowed. Your city can be as big as you want, but any other bases will be deemed "outposts" and will have to be manually resupplied.
4. I will tell you how long something will take.
5. No teleporting your city. If your city is at 11,11,11 and you want it at 33,12,7, then stick it to a tug and drag it there.
6. Don't get too competitive. If you start stomping n00bs or discriminating against players, I will step in.
7. If your city is destroyed, tough. While I will stop a significantly stronger force from crushing you, you'll just have to rebase to another area. If you have, say, a base on Galileo which can sustain itself, somehow, relocate there. Bear in mind that it will suck if you live on a planet, so try to relocate to an asteroid or space station or something.
8. Research whatever, but ask first. I'm not letting you invent the warp drive before you even have a shipyard. Sorry, mate.
9. If you discover a loophole or gaping flaw, tell me. If you try to exploit it or use it to rules-lawyer me, I will just amend it and temp-ban you.
10. Don't try to decide outcomes. I do that.
Also, check the latest update for modern rules (or the location of the last rules update).
Oh, and have fun.

 

Posted Sep 1, '13 at 8:17am

Nerdsoft

Nerdsoft

1,066 posts

Is this confusing? I mean, like, too confusing for anyone to understand even if I explain further? Because just ask a question or make a suggestion if you think this could do with improvement. I'm prepared to change this if it sucks, but... I kinda like it as is.

 

Posted Sep 1, '13 at 10:30pm

thfcJack

thfcJack

111 posts

Leader Name: Aurelious Coolen
Leader Bio (optional): I have a few ideas, but I want to wait until I get a feel for the setting first
State Name: Gaia
Origin of Colony Ship: I don't quite know what to put here :)
Flag: a quartered design; sky blue and white are our colors

Then I will give you a location. If you want a particular location, ask me.
Then your city sheet will look like this:

Gaia
Leader: Aurelious Coolen
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
News:
City founded

I'll post a bio soon. What does "origin of colony ship" mean?

The only suggestion I can think of right now is to add a "Technology" section to the city sheet. It would help me to better understand the capabilities of my nation.

Also, my posting rate is not always great, but bear with me and we will have one epic space adventure. Can't wait to start building the Imperial Fleet of Gaia!

 

Posted Sep 2, '13 at 8:03am

Nerdsoft

Nerdsoft

1,066 posts

"Origin of colony ship" means the country from which your spacecraft came. Tech is a good idea. How about this:
Leader Name:
Leader Bio (optional):
State Name:
Affiliation:
Origin of Colony Ship:
Flag:
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded

Affiliation can be either capitalist or socialist. Capitalists get more money and get more happiness from surplus food/water/commodity reserves, but things turn ugly when said reserves are only sufficient for a few days.
Socialists, on the other hand, are happy as long as they have a bit of food. Also, consumption of food during surplus periods can so much as double for capitalists. But either side gets angry when they starve.
Points, in terms of thrust, are points on the map, so from 50,70,70 to 50,50,50 is a distance of 20 points.

 

Posted Sep 2, '13 at 8:26am

thfcJack

thfcJack

111 posts

Leader Name: Aurelious Coolen
Leader Bio (optional): I'll have one soon, I promise!
State Name: Gaia
Affiliation: Capitalist
Origin of Colony Ship: United States of America
Flag: quartered design; sky blue and white are our colors
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded

Sounds good to me.

 

Posted Sep 2, '13 at 11:52am

Nerdsoft

Nerdsoft

1,066 posts

Okay, cool. So, News is where you show your decisions. Actually, sorry to do this, but...
Leader Name:
Leader Bio (optional):
State Name:
Affiliation:
Origin of Colony Ship:
Flag:
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded
Projects (city): none
Projects (bases): none
Projects (naval): none

Projects are where I'll keep track of all your building projects, from buildings (city) and outposts (bases) to spacecraft (naval). You can just paste that bit on there. :)

 

Posted Sep 2, '13 at 2:51pm

thfcJack

thfcJack

111 posts

Leader Name: Aurelious Coolen
Leader Bio (optional): I'll have one soon, I promise!
State Name: Gaia
Affiliation: Capitalist
Origin of Colony Ship: United States of America
Flag: quartered design; sky blue and white are our colors
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded
Projects (city): none
Projects (bases): none
Projects (naval): none

 

Posted Sep 2, '13 at 3:07pm

marinecorps101

marinecorps101

346 posts

Leader Name: Hansi
Leader Bio (optional): Hansi is a German. Ambitions, and caring.
State Name: Germany
Affiliation: Captilast
Origin of Colony Ship: Germany
Flag: (Plan on this changing later) The colony ship in blue, with Black behind it
Property (city): City Centre ??
Property (space): none ??
Property (planetary): none ??
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded
Projects (city): none
Projects (bases): none
Projects (naval): none

 

Posted Sep 2, '13 at 5:45pm

Nerdsoft

Nerdsoft

1,066 posts

Alright!
Aurelious, Hansi, welcome to the game!

marinecorps101:
Leader Name: Hansi
Leader Bio: Hansi is a German. Ambitions, and caring.
State Name: Germany
Affiliation: Captilast
Origin of Colony Ship: Germany
Flag: (Plan on this changing later) The colony ship in blue, with Black behind it
City co-ords: 70,-50,-20
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded
Projects (city): none
Projects (bases): none
Projects (naval): none

thfcJack:
Leader Name: Aurelious Coolen
Leader Bio (optional): I'll have one soon, I promise!
State Name: Gaia
Affiliation: Capitalist
Origin of Colony Ship: United States of America
Flag: quartered design; sky blue and white are our colors
City co-ords: 130,30,70
Property (city): City Centre
Property (space): none
Property (planetary): none
Fleet (military): none
Fleet (civilian): Scouter (5), Miner (3), Clipper (1)
Techs: Shipbuilding 1, Module Construction 1, Ion Drive 1 (25 points/day), Rocket Drive 1 (50 points/5 Hydrogen/day)
Designs (military): none
Deigns (civilian): clipper (class 2, transport, hold: 20 units, combat cap.: 0, durability: 0, crew: 2)
Happiness: 100%
Funds: 50,000 credits
Taxes: 1cr/head/turn
Resources:
Titanium: 500
Heavy metals: 500
Uranium: 250
Hydrogen: 300
Alloys: 250
Water: 500
Food: 500
Synthetics: 250
Waste: 0
Citizens: 200
Soldiers: 0
Designs (military):
Deigns (civilian):
Probes:
Scouter (can go into planets, 0.5x0.1x0.05, combat cap.: 0 durability: 0, Ion Drive 1, unmanned)
Class 1:
Miner (mining drone, 3x2x2, hold: 10 units, combat cap.: 1, durability: 5, Ion Drive 1, unmanned)
Class 2:
Clipper (transport, 15x10x10, hold: 100 units, combat cap.: 0, durability: 5, Ion Drive 1, crew: 2)
News:
City founded
Projects (city): none
Projects (bases): none
Projects (naval): none

Enjoy your cities. I would get the probes to scout, miners mining water and metal near base, and... I guess a method of making food? You can only build one building in the city centre. Later you can build buildings to build buildings to build stuff. They don't call it a city builder for nothin'!

 
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