"Pict-Capture from the gundeck of the tracked city of Behemoth firing on the city of...
User | Total |
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Old Guard | 3 |
Sooo... can we vote yet?
I noticed certain options - like food and production increases, - are available without an explanation what any of them mean.
Ok, so. Does Radar alert us to the presence of other cities only, or are there other 'large objects'? Is it a straight up upgrade of ObsTower? Does it allow us to see terrain in a greater radius than what we'd be able to otherwise?
What kind of game is this? Do we exhaust resourses and move on to find different ones (i.e. we constantly travel across the map in our city), or is this the kind of game where we settle and send out colonists to find sweet spots?
Sooo... can we vote yet?
I noticed certain options - like food and production increases, - are available without an explanation what any of them mean.
[x] Hull Points: +25 (5 BP)
[x] Armor: +10 (10 BP)
Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
[x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
[x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
[x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP
Emphasis is on self-sufficiency. Weapons ditched in favor of heavy armor that even heavy artillery would find hard to pierce, and infantry to defend against boarders.
[x] Hull Points: +25 (5 BP)
[x] Armor: +10 (10 BP)
Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
[x] Observation Tower - Allows +1 additional view range. Provides a -2 DC to hit. Uses 1 Energy. Cost: 5 BP
[x] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
[x] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP
The plan is to become a static, trade based civilization. Tough armour and high Pop will make us harder to hurt while gathering the resources needed.
It also determines how many "Modules" can be placed on the city. 1 Module and 1 Armor per 5 HP
Just locate them before they find you and step out of their way.No defense guns to defend against someone just shelling us to death?
You start with 10 Hull Points, the Basic Engine Module, and the Command Deck Module in addition to your 50 Build Points.
Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.
Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.
[ ] Flux Energy Shield Generator - Provides 20 points of damage absorption and remains active until brought to 0. Uses 10 Energy. Cost: 20 BP
[ ] Reserve Batteries - Allows 1 movement, and the continued function of all Modules using 3 Energy or less for 3 turns. No Pop Units needed. Cost: 10 BP
[ ] Herd Pens - Provides between 3 and 6 Food per turn. Uses 1 Energy. Uses 1 Food per turn. Cost: 5 BP
[ ] Light Gun Battery - Small Caliber Artillery used to fight other tracked cities or larger groups of enemies. Does 1d6 Damage. Uses 2 Energy. Cost: 5 BP
[ ] Medium Gun Battery - Mid-sized Artillery used to fight other tracked cities or larger groups of enemies. Does 1d8+2 Damage. Uses 3 Energy. Cost 10 BP
[ ] Heavy Gun Battery - Large Artillery used to fight other tracked cities or larger groups of enemies. Does 1d10+3 Damage. Uses 4 Energy. Cost 15 BP
What is the cost of recharging these batteries?
This is strictly inferior to hydroponics.
Due to the extreme cheapness of armor, everything but Heavy guns are useless.
Thanks. New plan;Neither plan is valid.
Nevill's plan has 6+2 modules and 10 armor but capacity only for 7, Chrestomanci's plan has 7+2 modules and 10 armor and capacity for 7.
No it won't?And double Hydroponics is going to be swallowed by the vote tally.
I didn't see the x2No it won't?
You can always do what Chrestomanci did and append 'x2' at the end of the second instance. That would show how many votes there are for another module.