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If we research something that upgrades Bank Posts, say it increases their Resource cost by one and their Wealth output by one, would we be able to still add that upgrade to the Sunrise Farm once it is upgraded into a chain?
Ah, I see. Once a building commits to an upgrade path, it is locked to that path for now and can't explore other ones that may have been unlocked.
Oh also, in the Trading Buildings built by diplomacy, can wse only have one Trade District per system, or does each one count as a unique Chain building?
It'll fall under the building specialization subset rule, so one Trade District per affiliated partner per system. I think that's a fair payoff for the amount of effort to reach that stage/keep it there.
Additionally is it possible to swap the location of a Trading Agreement by doing the mission again?
I'll probably add a "Demolish" action to basically bulldoze a building to reset its construction if you want to move it. But you'll have to redo the action to get it again. It's a way to make defending your holdings more valuable rather than just going scorched earth when trouble draws near.
 
[X] [Awaken] Sunrise Farm. A special-built server farm that draws upon solarium power to farm credits from loan interest. It is not recommended that personnel enter while it is active, lest they either freeze or boil alive. Upgrade for Sunrise Bank. Upgrades Post into Chain. Increases Wealth by two (2). Requires eight (8) research progress.
 
[X] [Awaken] Sunrise Farm. A special-built server farm that draws upon solarium power to farm credits from loan interest. It is not recommended that personnel enter while it is active, lest they either freeze or boil alive. Upgrade for Sunrise Bank. Upgrades Post into Chain. Increases Wealth by two (2). Requires eight (8) research progress.
 
[X] [Awaken] Solar Drydock.

I kept going back and forth in my head. Honestly the deciding factor was that I want to complete this research in 2 cycles so we can get Kat onto other projects, and there was only about a 12.5% chance of that happening if we researched the farm. I also didn't think that 2 Wealth is worth the Progress and Resources required to found a city, build a bank post, and then upgrade the bank into a Sunrise Farm. Obviously that's not our situation in Andernia right now, but it will be in Asenmach and Calenwyrm.

It will still be useful if you're trying to min-max a single system. However, to use an example, demolishing our destroyer drydock and rebuilding it Calenwyrm would increase Andernia's Wealth by 6 - for only 4 Progress.

If we find it later, it could be worth picking up, but I also want to see what other option(s) are out there for increasing our Wealth or Resources.

And the Solar Drydock, whilst it won't be all that useful right now, will be incredibly good if we start building drydocks in Calenwyrm. We have... a lot of Influence. I don't think we will want more Influence from Calenwyrm so this will let us use it's Influence for economic purposes.

Do upgraded posts use one of the system's chain slots? I assume yes, but if thats not the case then the Sunrise Farm would be a better upgrade since it would remove the "Hidden" cost of 5 Resources required for the 5 Industry necessary for a chain slot.
 
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Essentially, yes. We want Wealth everywhere but we want Wealth in Andernia most of all. One of the better ways to do that right now is to move the expensive things out of Andernia. It's less "optimisation" so much as it is marginal. Building a city, bank post, and upgrading to a Sunrise Farm costs 6 Resources and at least 9 Progress for a 2 Wealth boost. For comparison, building a city, Bank post, and the Chrysanthemum Scales costs 12 Progress and 8 Resources for an extra 7 Wealth.

If we ever get Andernia above 50 Wealth we can always move things back. If we do get Andernia to 50 Wealth our Research will get super-charged up to having a +25 Bonus, before accounting for character skills. Pretty good.
 
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Wealth bonus to skills caps out at +20, meaning that anything above 40 Wealth in a system isn't going to affect your rolls (aside from Wealth checks).
Ah my bad, I thought you'd said +25/50 was the cap somewhere before. Well regardless, similar principle. Thank you for the correction however.

Okay so... the fact that it caps out at 40 has kinda changed my mind back to the Sunrise Farm. It's a lot easier to get up to 40 Wealth than it is to 50. Also Radana is probably going to take a *while* to colonise Calenwyrm. I'm guessing at least 12 Progress, so probably about 4 or 5 cycles. Then we need to build up Calenwyrm's Wealth Infrastructure. All this to say that I think it will be a long time before the Solar Drydock will be all that useful. Hopefully, long enough that it will pop up again as a research option. I still don't think we will be building the Sunrise Farm outside Andernia for a good while, but it is useful inside Andernia. Slower to research, but useful.

For those curious: If we build a farm and get a first level trade agreement in Andernia, we will have 28 Wealth. Every new 1st level trade agreement after that is another 3 Wealth; 2 Wealth + 2 Resources = 3 Wealth. Every Resource = 0.5 Wealth. Upgrading an agreement into a port would be an additional 4.5 Wealth. So two Trade Ports would almost get us up to the cap. They'd get us to 39 Wealth. Diplomacy is kinda good. Slow, but good.
 
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Vote closed
Scheduled vote count started by Celeshiro on Aug 14, 2024 at 12:45 AM, finished with 11 posts and 4 votes.

  • [X] [Awaken] Solar Drydock.
    [X] [Awaken] Sunrise Farm. A special-built server farm that draws upon solarium power to farm credits from loan interest. It is not recommended that personnel enter while it is active, lest they either freeze or boil alive. Upgrade for Sunrise Bank. Upgrades Post into Chain. Increases Wealth by two (2). Requires eight (8) research progress.
 
Cycle 18.2
[X] [Awaken] Solar Drydock.

Kat browsed through the digital archives and stopped at a project file that drew her attention. It had a considerable number of contributing Prisms, an indication of significant interest in the idea if it had attracted that many collaborators. She reviewed the data now, scanning the documents brought up via her head display.

Slowly, her hammer raised up to come to a rest against her shoulder and beneath the helmet, she smiled. "So. We're going to make sure those ships finally remember to give their thanks to that which makes them so!" Kat cackled and blinked, tagging her name onto the project's leadership. "Even better, it'll save on energy costs too. I like it! Let's make our dockyards new churches of the stars!"

-------------------------------------------------------------------------------------​

In another star far away, there was a loud hiss in where sound should not pass when the ships arrived. Many onboard had been tightly gripping onto safety rails, the echoes of a tragedy still haunting them so from their last FTL voyage to new worlds. But at the announcement of a successful jump, their stressed muscles relaxed before loosening, some of them even sagging in relief that finally, a colonization plan wasn't thwarted so yet.

Perhaps it would be in the future by other powers that be, but at least then, they could fight against it instead of the great unknown that had hurled their people so far from their cradle. After some time, the passengers finally stopped celebrating and got back working, double checking their baggage and equipment while the colony ships turned to burn towards the previously-explored planets of the Calenwyrm system. Finally, House Iris was to expand to a new system.

As they prepared for the landing, select members of the effort were alerted via personal devices that they could vote on where to make landfall. It was an important decision that the captains of the vessels wished to delegate to the future settlers, especially because wherever they chose to settle would likely be the system's capital city. The options were presented between the two planets within the system and lips were pursued while landing sights were highlighted and expanded upon.


[ ] [Planetfall] Calenwyrm I
-[ ] Location A.
The arid and dry flat savanna provides excellent foundations to start anew.
-[ ] Location B. Nestled between some of the great forests that dot the planet is a well-defensible clearing.
-[ ] Location C. The forest holds many bountiful and plentiful resources to harvest, especially valuable water trapped within the local flora.


[ ] [Planetfall] Calenwyrm II
-[ ] Location A.
The active volcano nearby provides enough energy for rudimentary hazard shielding to protect from the worst of the equatorial hurricane.
-[ ] Location B. A rather idyllic and calm spot among the turbulent waves, a tropical getaway few would expect from such an environment.
-[ ] Location C. The cove was once invaluable in the Age of Sail but it is long extinct. Yet in the Age of Stars, a launch pad built on the water could serve the same purpose.

--[ ] Write-in a name!

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- Bit smaller than usual, but I hope the maps make up the content. Please remember to add an appropriate city name.

14 hour moratorium to make planetfall.
 
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[ ] [Plantefall] Calenwyrm II
-[ ] Location A. The active volcano nearby provides enough energy for rudimentary hazard shielding to protect from the worst of the equatorial hurricane.
--[ ] Mare Nova


Our people would love a nice wet planet as a tourism suite to get away from the normal hot and dry. The volcano still provides enough rare earth minerals to make the location economically feasible in more than just tourism, though.

New Sea is a nice name for an ocean city
 
I know both of these planets are pretty extreme, but they both look like paradise-worlds compared to what we've got in Andernia lmao. The maps are really pretty too. Calenwyrm 2 is gorgeous.

Calenwrym 2 seems like the nicest planet, and of the spots on that planet - B seems like the nicest place to live. Calenwyrm 2-A would be a very appropriate spot to put the city we build the Solarium Forge in. If we can build a forge in normal systems, of course.

Calenwyrm I-B could also be a good choice because it is explicitly described as defensible. I'm very curious to see how land warfare would work on a water planet. It might be that Calenwyrm II is even more defensible on the ground, because you can basically only assault cities from orbit or using Pelicans.

[ ] [Planetfall] Calenwyrm II
-[ ] Location B.
A rather idyllic and calm spot among the turbulent waves, a tropical getaway few would expect from such an environment.
--[ ] Eutopia
--[ ] Radiance
--[ ] Avalon
--[ ] Idyll
--[ ] Pilgrim's Rest
--[ ] Foambreak
--[ ] Shelter
--[ ] Idle Avalon
--[ ] Utopia
--[ ] Nusquama
--[ ] Abraxa
--[ ] Amaurot
Planetfall was misspelt for the Calenwyrm II option.

EDIT: The cove could be really cool though. Maybe we should put the Chrysanthemum Scales there so the marketplace is a big port! That would be so pretty.
 
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[ ] [Planetfall] Calenwyrm II
-[ ] Location B.
A rather idyllic and calm spot among the turbulent waves, a tropical getaway few would expect from such an environment.
--
king/(violets father)'s vision/dream
i think it would be very fitting for the new colony to be name either after violets father or in his honor. after all it was the goal of the original fleet to settle a new world.
as for the system i think we should build a berth as fast as possible, as the new colony is going to be very vulnerable, and as such should have at least a ship there, just in case.
 
as for the system i think we should build a berth as fast as possible, as the new colony is going to be very vulnerable, and as such should have at least a ship there, just in case.
Frankly I don't agree at all. The system isn't bordering anyone, and it is newly founded/not-yet founded. We should put all our energy into building up it's Wealth before we decide to start spending any of it. I also think that when we do spend it's Wealth, it should be on military factories rather than military basing.

Keep in mind that we only have 4 characters - only two of which are actually good at Martial. There is an upper limit to how many battlegroups we can have leaders for. We also do still possess our battlegroup in Andernia. We should be able to raise Militia in Calenwyrm once it's settled - if such a thing proves necessary.
 
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not taking that extra character is really hurting us right now.
also i was thinking that the destroyer would be patrol purpose, in case the colony gets raided, or something similar. after all we don't have eyes on fleet movement outside our own systems. apart from that i fully agree with the wealth focus.

are we able to recruit commanders for fleets/battle-groups/regiments, i.e people give bonuses to unites in their command
maybe something like
martial: damage bonus
diplomacy: morale
stewardship: extra movement? cohesion? loyalty? i have no idea
learning: chance to hit
intrigue: ambush? outmaneuvering the enemy?

are we able to make spy satelites in other systems or something similar, so that we can get "vision" in said system?
 
are we able to recruit commanders for fleets/battle-groups/regiments, i.e people give bonuses to unites in their command
Your characters are already for those mechanical benefits. I purposefully left specific lower officers/commanders abstract and narrative only for if people want to have fun with those.
are we able to make spy satelites in other systems or something similar, so that we can get "vision" in said system?
While ideally very cool and very useful, actually simulating not just movement in systems of interest but all systems will probably drive me (more) insane. Violet though thanks to her information control background will be alerted to incoming threats such as invading battlegroups, with a rough estimation of power. Your spycraft activities should be enough already to get more tangible information that way.
 
i meant more it more as a extension/option in intrigue course currently its only useful as a offensive measure. maybe it could be a boost to defending against enemy action, simply just give us ample warning that somebody is going to attack us in X amount of turns, warn us that something funky is going in system Y etc. more "something of interest is happening" not "all the vision all the time". cause the later would be way to much info not just you, celeshiro, but also for us.
 
i meant more it more as a extension/option in intrigue course currently its only useful as a offensive measure. maybe it could be a boost to defending against enemy action, simply just give us ample warning that somebody is going to attack us in X amount of turns, warn us that something funky is going in system Y etc.
That would fall under the Reveal Orders spy action to get that sort of information.
 
[X] [Planetfall] Calenwyrm II
-[X] Location B.
A rather idyllic and calm spot among the turbulent waves, a tropical getaway few would expect from such an environment.
--[X] Eutopia
 
[X] [Planetfall] Calenwyrm II
-[X] Location C.
The cove was once invaluable in the Age of Sail but it is long extinct. Yet in the Age of Stars, a launch pad built on the water could serve the same purpose.
--[X] Radiant
 
[X] [Planetfall] Calenwyrm II
-[X] Location B.
A rather idyllic and calm spot among the turbulent waves, a tropical getaway few would expect from such an environment.
--[X] Avalon
 
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