ForumsForum GamesCitadel (sci-fi city builder)

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Nerdsoft
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Nerdsoft
1,266 posts
Peasant

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!

  • 26 Replies
Nerdsoft
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Nerdsoft
1,266 posts
Peasant

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.

Nerdsoft
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Nerdsoft
1,266 posts
Peasant

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.

thfcJack
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thfcJack
64 posts
Nomad

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!

Nerdsoft
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Nerdsoft
1,266 posts
Peasant

"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.

thfcJack
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thfcJack
64 posts
Nomad

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.

Nerdsoft
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Nerdsoft
1,266 posts
Peasant

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.

thfcJack
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thfcJack
64 posts
Nomad

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

marinecorps101
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marinecorps101
604 posts
Peasant

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

Nerdsoft
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Nerdsoft
1,266 posts
Peasant

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'!

thfcJack
offline
thfcJack
64 posts
Nomad

Leader Name: Aurelious Coolen
Leader Bio (optional): An intelectually gifted, curious man, Aurelious always dreamed of walking among the stars. As a boy, he was a bit of a scrawny misfit. Now, though still awkward at times, Aurelious leads NASA's "Gaia" program. He is typically very friendly. Aurelious aspires to go down in history as a great innovator and leader.
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

I'll send my miner to (131, 30, 70) to search for whatever resources it may find there. I'll send the scouter with the miner. As for food... What can we do? Is there a reproduction of an Earth atmosphere so we can grow crops, or anything like that?

marinecorps101
offline
marinecorps101
604 posts
Peasant

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

I send my Scouters to search over the planet. Looking for any major herds of animals, and then going down to smaller size all the way down to berry plants (as they do laps have them get closer to the area of my city)

I then send my miners to (130,29,69) To search for resources there (don't wanna intrude on him)

I start working on a palace/fort in the centre of town.

I also start working on a Modul Construction II (Any Tech trees?)

Nerdsoft
offline
Nerdsoft
1,266 posts
Peasant

I'll send my miner to (131, 30, 70) to search for whatever resources it may find there. I'll send the scouter with the miner. As for food... What can we do? Is there a reproduction of an Earth atmosphere so we can grow crops, or anything like that?

For crops you'll need a hydroponics thingie or later a biodome thingie. As for your miner/scouter, they identify a deposit of around 24,000 titanium, 2,045 heavy metals and 100,000 water. And also 11,000 uranium. Which would you like to mine? Bear in mind that if you send all three, you'll have a max. capacity of 30 units/day.
You could try and balance it, i.e 2 titanium, 3 water, etc. per Miner, but at present your farms need 3 water for 1 food (so maybe build a lab and do some research).
thfcJack:
Leader Name: Aurelious Coolen
Leader Bio (optional): An intelectually gifted, curious man, Aurelious always dreamed of walking among the stars. As a boy, he was a bit of a scrawny misfit. Now, though still awkward at times, Aurelious leads NASA's "Gaia" program. He is typically very friendly. Aurelious aspires to go down in history as a great innovator and leader.
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: 480
Food: 480
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
I send my Scouters to search over the planet. Looking for any major herds of animals, and then going down to smaller size all the way down to berry plants (as they do laps have them get closer to the area of my city)

I then send my miners to (130,29,69) To search for resources there (don't wanna intrude on him)

I start working on a palace/fort in the centre of town.

I also start working on a Modul Construction II (Any Tech trees?)

Well... you're in space. So I would say it's best to look for resources at around your are, because then you have them right by you. You could even look in your city co-ords, because then you'll be able to just grab them there.
No research until you have a lab. As for the fort: , it will cost you 100 titanium, 230 heavy metals, 50 alloys and 25 uranium. It will allow housing for an extra 100 people and will allow you to make them into 100 soldiers. It will also have 750 HP (as opposed to the 250 HP of the City Center) and will be able to store 50 of each resource.
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 (stores up to 500 of each resource, holds 200 citizens, 250 HP)
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: 400
Heavy metals: 270
Uranium: 225
Hydrogen: 300
Alloys: 200
Water: 480
Food: 480

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): Fort (3 turns)
Projects (bases): none
Projects (naval): none
marinecorps101
offline
marinecorps101
604 posts
Peasant

FYI i'm not actually German. Just a great group of people for an Empire.

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 (stores up to 500 of each resource, holds 200 citizens, 250 HP)
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

marinecorps101
offline
marinecorps101
604 posts
Peasant

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

I send my Scouters to search over the planet. Looking for any major herds of animals, and then going down to smaller size all the way down to berry plants (as they do laps have them get closer to the area of my city)

I then send my miners to (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: 400
Heavy metals: 270
Uranium: 225
Hydrogen: 300
Alloys: 200
Water: 480
Food: 480
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): Fort 3 turns
Projects (bases): none
Projects (naval): none

I send my Scouters to search over the planet. Looking for any major herds of animals, and then going down to smaller size all the way down to berry plants (as they do laps have them get closer to the area of my city)

I then send my miners to (70,-50,-20) To search for resources there

I didn't seem to get any tax btw?

Also Sorry for posting other thing it was a mistake

marinecorps101
offline
marinecorps101
604 posts
Peasant

I got no idea whats happening with my computer I think I have it fixed now though sorry about the spam

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