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Major RP Changes - Colonies and More - Discussion.

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Post by Yuriski Sat Nov 01, 2014 10:13 pm

Discuss the suggestion here.
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Post by Guest Sat Nov 01, 2014 10:23 pm

I likte this idea thus far, it would be a nice break from the old rutine of racing to get the a kerbal into space right untill we have a GPS system, then go nuke each other and rinse and repeat for several RPs. I think this should be tested atleast once if there is popular support. However, how far are we willing to go with sci-fi tech? I think the tech should be futuristic, but realistic, this means no element zero from mass effect. Also I think buildings and stuff should help the colony, like if I am a food producing nation, and just want to go all out india, I can maybe focus on a series of farm production buildings which will increase yield for my farms, however they will cost kerbits each cycle to maintain.

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Post by Guest Sat Nov 01, 2014 11:18 pm

My proposed system for resources in chat:

Each nation starts with 100 resources which can turn into 5 things. Food, Oxygen, Manufacturing, Fuel and Economy. You need atleast 25 resources into food and 25 into Oxygen.

Each resource has one or several buildings that improve the yield. Let's say that I am a overly exploitive nation that just wants more and more manufacture points.

So I focus 40 resources on Manufacturing, 15 on food, 25 on Oxygen and 10 on fuel and 10 on economy. I also build two manufacturing buildings on my lands to improve my manufacturing yield. Let's say that those two improve it by a total of 20. So now I have 60 manufacturing, in return, I have to pay some of my economy to support these improvements so my economy is down to 5. But I have neglected food, thus my economy is on decline, so what do I do?

I buy food from some other nation who has gone for a more agricultural approach, in return I sell that nation either some manufacturing or economy each cycle. I can afford selling some of my manufacturing, since I have a ridicolus ammount of PP by now. I buy 10 food for 10 manufacturing. So now I have 50 manufacturing and 25 food.

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Post by Warriorbulb Sat Nov 01, 2014 11:45 pm

So we kill this RP and start a new one?
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Post by Yuriski Sun Nov 02, 2014 12:01 am

No, this is implemented when this RP ends.
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Post by Warriorbulb Sun Nov 02, 2014 12:57 am

Okay. This sounds cool.
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Post by The Cobbler Sun Nov 02, 2014 2:25 am

My idea was actually Laythe a few eras after a destructive war on Kerbin, but this is fjne
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Post by Yuriski Sun Nov 02, 2014 9:07 am

The Cobbler wrote:My idea was actually Laythe a few eras after a destructive war on Kerbin, but this is fjne

I remember you saying, but Appe reminded me about the radiation on Laythe. It would be much easier scientifically to colonise Kerbin itself.
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Post by Guest Sun Nov 02, 2014 9:24 am

When it is said that we need oxygen produced to survive. Then I wonder, is the atmosphere on Kerbin toxic in any way? If so, what chemical is toxic to us, and is it possible for the world to unite in one mega project to remove this chemical from the atmo?

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Post by The Cobbler Sun Nov 02, 2014 9:56 am

Yuriski wrote:
The Cobbler wrote:My idea was actually Laythe a few eras after a destructive war on Kerbin, but this is fjne

I remember you saying, but Appe reminded me about the radiation on Laythe. It would be much easier scientifically to colonise Kerbin itself.

Yes but thats from a destroyed Kerbin, so youd have to. We could deploy handwavium.
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Post by MysticPing Sun Nov 02, 2014 10:06 am

But this is from a destroyed kortuga. Kerbin is their new world. I like this idea but here is my questions:

1.
Does this go over the no nation reuse rule? E.g, if i wanted could i make a Artezian colony (I dont want to, just wondering)

2.
Population growth should be limited to something sane, we're not rabbits.

3.
How many tiles can a colony begin with, and how do you get new tiles?

4.
Will we be able to do a space program within the space progam

5.
To prevent some godmodding, i think we should have it so all communications with kortuga sieze when we started to colonize, suggesting they died somehow.
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Post by Guest Sun Nov 02, 2014 10:10 am

I also think fuel and food should be rethinked. Like for every manufacturing point you have, you need x ammount of fuel. And for every kerbal you have you need y ammount of food. Now if you exceed that point you get growth, but it shouldn't be generic growth. Because if I stay with the same ammount of farms as I had when I had 1000 kerbals as when I have 1 000 000 kerbals. I smell genocidal famine Razz

Also, maybe GM units need fuel and money to be deployed?

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Post by Yuriski Sun Nov 02, 2014 10:19 am

All of these questions will be answered as I write up the other systems and decide on what is balanced or not. A lot of these are good suggestions, and I will attempt to implement them.
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Post by cziken20 Sun Nov 02, 2014 10:22 am

How about we finally implement trade? Like i trade 10 economy for 10 fuel. Or 10 fuel for 10 economy?
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Post by Guest Sun Nov 02, 2014 10:24 am

Well you don't really need a system for that IMO. Just both nations consenting that if I give you money you give me fuel or if you are a bully you can say if you don't give me food I eat your babies.

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Post by cziken20 Sun Nov 02, 2014 10:29 am

I will eat ur babies and puppis if u no gib fuel.
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Post by Yuriski Sun Nov 02, 2014 10:49 am

Major edit to resources.
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Post by Warriorbulb Sun Nov 02, 2014 12:40 pm

I GIB MATERIALS FOR PUPPIS. my peple r starving.
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Post by The Cobbler Sun Nov 02, 2014 12:47 pm

MysticPing wrote:But this is from a destroyed kortuga. Kerbin is their new world. I like this idea but here is my questions:

1.
Does this go over the no nation reuse rule? E.g, if i wanted could i make a Artezian colony (I dont want to, just wondering)

2.
Population growth should  be limited to something sane, we're not rabbits.

3.
How many tiles can a colony begin with, and how do you get new tiles?

4.
Will we be able to do a space program within the space progam

5.
To prevent some godmodding, i think we should have it so all communications with kortuga sieze when we started to colonize, suggesting they died somehow.

I think Laythe and Kerbin would be more fun though rather than a fictional planet. Means nation retention can be applied in some abstract form.

And while humans dont reproduce like insects, our ability to sustain ourselves mean can get amazing growth rates.
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Post by Guest Sun Nov 09, 2014 3:38 pm

I think instead of having the rabit on viagra growth that we have today. We should re-implement the percentage growth instead and really tone down the rate of expansion. While it is true that people might be able to maybe clone themselves to get a growth bonus or something, that should cost PP if we go down that route. Otherwise I again think we should really tone down conventional growth.

Also if you go down the cloning route, whatever you do, don't clone Gary...


Also another thing I want is that we maybe create a extensive official lore on what happened on Kortuga that people may use for their history thingies. I took the liberty to show my take on how the lore may look like (just not as extensive, only the basic idea)

Year 1 RH: The kortugan calendar is invented.

Year 2 700 RH: Begining of the middle ages.

Year 3 800 RH: Beginning of the industrialization and modern ideologies.

Year 4 010 RH: First World War breaks out, resulting in the collapse of several empires.

Year 4 025 RH: First World War officially ends. With casualties in the tens of millions. The creation of the Kortugan League leads to a period of relative peace and firm international laws.

Year 4 048 RH: Massive revolutions takes place in the world, and empires loose their colonies. The rise of Facsist, Liberal and Communist power blocks changes the political spectrum forever.

Year 4 090 RH: Scientists begs the governments of the world to stop with their destruction of the enviroment. Several of the warmest summers in the recorded history happens during this decade. Companies recognize that more and more fossil fuels are running out.

Year 4 120 RH: Massive droughts plague Kortuga, and more and more fossil fuels are running out. Many scientists says that we have reached the point of no return. In a effort to save their peoples from collapse, the powerblocks starts to mobilize their forces. Many kerbals fear a second world war.

Year 4 121 RH: The official start of the second world war plunges the world into chaos. Use of nuclear weapons and chemical weapons displace and kill soldiers and civilians alike, as massive collums of tanks are followed by bulldozers and drilling machines to the last oil pockets in the world. Places such as water purification plants has become high value targets for bombing and capture.

Year 4 123 RH: The end of the Second World War is a only a slight sigh of relief. Hundereds of millions are dead and no real winner was declared. Revolutions and seperatist insurgencies ravage the already poverty stricken world.

Year 4 125 RH: The Kortugan League calls for a emergency meeting regarding the instable political spectrum and enviromental catastrophe. The Exodus project is announced. A new international body is formed, the Kortugan League Space Corps. While skirmishes happens still, most nations has thrown their own petty squables away and started working together colonize space.

Year 4 132 RH: First permanent selfsustaining colony is placed on Kortugas twin planet. However very limited in size due to its non breathable atmosphere.

Year 4 135 RH: The Suveyor space telescope discovers five planets which an atmosphere of oxygen close to the Kortugan system.

Year 4 136 RH: The construction of five generation ships begins in low Kortuga orbit.

Year 4 148 RH: The KSC Unity finishes construction, capable of sustaining life for a few thousand kerbals with its own ecosystem who will keep several generations of kerbals alive during the journey. A massive colonization recruitment program is announced.

Year 4 150 RH: KSC Unity together with four other ships sets its solar sail towards their respective destination.

Year 4 289 RH: KSC Unity reaches Kerbin, the promised land. However the journey has not been easy. During the journey, many political factions has formed during the journey. The drop pods lands on the equator and forms Kortugan League Advancement Colony.

Year 4 290 RH: Many of the factions that have formed leaves the Kortugan League Advancement Colony to make their mark in history and build a Kerbin in their image. What will this kerbin become? Will we work together with nature and create a paradise? Will we take all resources and then carry on to the next planet? Will we try to make contact with our old Kortugan homeland and try to send them to Kerbin so we can all live in this promised land? The future are in our hands, only we can decide if this will become the second Kortuga or a fresh start.




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Post by Guest Mon Nov 10, 2014 8:51 am

Another thing I had in mind which is a bit copied from civ, but I still kinda like is the idea of affinities. Let's create a extensive tech tree, which branches of in X directions. One is a cybernetics future where we will try to secure our place on the planet and adapt with cybernetic implants and rely on robotics to improve our yields and stuff.

Then we can have the intergration part, where we adapt through genetic modification where we become something not really resembling Kortugans anymore but more like Kerbals I suppose. This tech branch could maybe focus on improving yields by adapting their plants to this alien enviroment or even start eating alien plants which is more fit to survive. Thus gain about the same advantage as the other branch but through different means.

Then we have those who just wanna relive the old days of Kortuga by building massive greenhouses to farm stuff. They also wanna exterminate the native life as it tries to hinder the growth of the colonies, taking maybe more of a greedy prospector on pandora from avatar the movie or something.

The idea is that you can theoretically go between branches, but that maybe bonuses are given the more you follow one branch?

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Post by The Cobbler Mon Nov 10, 2014 10:35 pm

Im gonna have to say Im against both percentage growth and an extensive tech tree for the reason that simplicity was and is a goal we try to keep in our sights.
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Post by MysticPing Tue Nov 11, 2014 6:00 am

Then why did you add the army customization systems?
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Post by The Cobbler Tue Nov 11, 2014 6:44 am

Because they were not complicated for what they added. Most complication was for us mods, not the users.
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Post by cziken20 Tue Nov 11, 2014 10:15 am

Im totally for extensive tech tree. But against percentage growth. Its bullshit.
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