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Octus Imperium

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:blink:

 

Well, the Octus Imperium has finally developed jump technology and is busy exploring the universe. However, it appears it is a big and lonely universe for the first year of real life, so was wondering what alliances are out there and whatare the benefits of becoming part of one. (Rhetoical questions, of course.)

 

So who's up to what out there? As an 'experienced' SN player (remember snail mail SN?) who has forgotten EVERYTHING he once new (life intervened), looking to get up to speed AND advance the knowledge of quality allies.

 

In other words, how badly did I screw up my first set of orders?

 

Talk to me, you wise and experienced critters of the universe.

 

Eltod of the Octus Imperium

:ranting:

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Octus -

 

There are numerous alliances out there. There is the Homebrewers, The Ming, ISIS (which shares info), 2 GSL alliances etc...

 

I doubt you could have screwed them up to bad. Just make sure you have enough processed Radioactives to power the plants :ranting:

 

There are some threads discussing strategy etc...

 

You can link up at around 3 warp points from home. So on a lucky day 6 turns. On a standard day 10-16 turns and if you have some paranoid player who is scared to come out of his system as your neighbor...wellllll it will take a while.

 

:blink:

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Welcome Octus to the folds of the universe!

 

We are gladdened by your decision to join the interstellar community and we sincerely hope that nothing eats or in any way incinerates your homeworld before we've had the chance to introduce ourselves properly!

 

There are many things, tools, tips and other such small trinkets that might be of use for the new empire and we would gladly be of assistance to you with any specific queries you may have as well as some tools to bring your empire forth.

 

Feel free to use interstellar mail or the message system within and I will do what I can.

 

Once more, welcome to the universe!

 

Locklyn

Emperor of the GGT

(Picture is lost but sound is still heard)

'My Emperor, is this Diplomacy wise? Ours is a xenophobic race which treads carefully when dealing with other races and we would prefer to be all alone in the universe without all these warmongering piratical empires that see us a dessert!' Locklyn is heard to sigh 'Ach my dull and unintelligent vizier, the more of these new races that come into the universe, the more targets for those wishing to war upon them and much much less risk for our gloried people. Now what is this I hear about your new project...a Deathstar I believed you called it, some sort of black hole projector or what?....

END TRANSMISSION

:ranting:

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Welcome aboard!

 

1) Find yourself a decent production spreadsheet

 

2) Realize that your first slot in the SRP order will make an instant breakthrough if you had any SRPs leftover from designing your race

 

3) Pathfinders are only good at knocking down class A-B (with explorer characters on them or luck) warp points outside your home system...thus an investment in Jump Survey Sensors is a good idea.

 

4) Explore any other planets in your home system for colony possiblities. You might get lucky! If you find a decent place where your attrition isnt too bad, colonize it! Building Iron Mines etc is much more efficient than relying on a ton of SM complexes. There is a "max" formula on the yield, though; so finding another world with a decent sized (150 +) yield within your home system is awesome - particularly crystals or iron.

 

5) Alliances are for trading information so far. There are tons of independent players who are waiting to see who their neighbors are before making diplomatic choices (like me) There are also a few people, like me, who share tech resources with no strings attached.

 

Hope this helps! Real basic stuff that you probably knew already. :ranting:

 

There are two recent threads in the Forums worth reading: "Pace Discussion" and "Beginning Strategies" (or somehting akin to those titles)

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Eltod of the Octus Imperium,

 

We welcome you to the interstellar ansible using community! :cheers: Have a brew. :D

 

To date there are two flavors of alliances: pure information exchange and mutual support & defense.

 

ISIS (The Interstellar Institute of Science) is a member of the former.

 

The Galactic Star League, Ming Alliance and Power Pantheon are members of the latter kind.

 

(Technically, there is a third type: The Holy Brotherhood of Brewmasters, who wish to promote the making and consumption of beer throughout the known universe. :D)

 

If you wish to know more about each group, here's the contact information --

 

ISIS - Well, me. :lol:

Power Pantheon - Ed Mooney (he's the one with the colorful sig)

GSL - Locklyn (Lord of the Gremloids)

Ming - dunno <shrug>

 

As far as screwing up your initial orders, you probably didn't make any horrific mistakes. There is plenty of information on this BBS, if you're willing to dig. If not, you can contact Eternus IV, Ur Lord Tedric, Hobknob, Locklyn, MadMartin or myself (plus a few others whose handles escape me at the moment) and we'll gladly answer any question that we actually know the answer to. :thumbsup: There are a few things that we're still figuring out, too. :lol:

 

Good Luck and Good Gaming

 

-SK :ph34r:

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Alliances are for those of shared ideology and game goals. Granted until you can formally link up the primary benefit is research and education. Finding an alliance that meets your long-term objectives and bringing all you can to their organization early is what will paint a far brighter future for you.

 

Align yourself with winners that you know you can work with and you have the recipe for a grand experience.

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Octus Imperium

 

Greetings from Lostworlds (Richard Johns). The Ming Allaince member to contact is Mike at (severian13@earthlink.net). Fun things to do in the first few turns is to research the following: Laser Rifle, Superconducters, and any Missiles. Each of these takes 3 turns or less at one a turn. :D

 

1. Do not do Orb orders unless you find something with a PMAP.

2. Do not do ANZ orders. You can just down load them.

3. Search the boards before sharing your turns for information.

4. Ask questions on the board becuase someone will help you.

5. The warp points back to your home system can be mapped by any pathfinder and do not require higher techs.

6. A ship with 2 movement points can do more than three things when considering warp points. For example, expl a planet, then move to a warp point, and warp though the warp point. The warp does not take a action point.

 

In case you were missing some basic installation orders here they are: :D

 

 

Astronomical Observatory

 

INST: Astronomical Observatory

Astronomical Observatory: Astronomical Observatories are used by scientists to collect and analyze data on the heavenly bodies in a star system. They often focus especially on more unusual objects such as Warp Points.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

Caldaran Crystal Mine

 

INST: Caldaran Crystal Mine

Caldaran Crystal Mine: Extracts Caldaran Crystals. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Caldaran Crystals

Consumes: 1 Power

 

Cathedral

 

Inst: Cathedral

Cathedral: Religious installations are most often constructed to pay homage to a particular deity that is popular among the civilian population. They provide a steady, positive influence of the populace, and show the deity in question that his or her followers are devout.

Production requirements: 4,000 Construction Materials

 

Chemical Refinery

 

INST: Chemical Refinery

Chemical Refinery: Extracts Industrial Chemicals. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Industrial Chemicals

Consumes: 1 Power

 

 

City

 

INST: City

City: Cities provide safe, clean and affordable housing for your colonists. It is much more difficult for alien flora and fauna to invade a City than open encampments, reducing colonial attrition as a result. Cities are manned by 1 Population unit, and provide housing for 100 additional Population. Note that construction of Cities is not a requirement for colonization, as your colonists will build their own housing. Cities do, however, reduce attrition for the colonists living in them.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Coal Fired Power Plant

 

INST: Coal Fired Power Plant

Coal Fired Power Plant: Produces Power. Consumes 30 Coal.

Production requirements: 500 Construction Materials

Produces: 10 Power

Consumes: 30 Coal

 

 

Coal Mine

 

Inst: Coal Mine

Coal Mine: Extracts Coal. Consumes 1 power.

Production requirements: Not listed Construction Materials

 

Colonial Training Center

 

INST: Colonial Training Center

Colonial Training Center: Incoming colonists are trained to overcome the dangerous realities of their new homes in Colonial Training Centers. This training gives them a much better chance of survival on often harsh alien worlds. Construct the CTS on your colony world.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Crystal Refinery

 

INST: Crystal Refinery

Crystal Refinery: Extracts Crystals. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Crystals

Consumes: 1 Power

 

Domed City

 

INST: Domed City

Domed City: Domed Cities provide safe, clean and affordable housing for your colonists, with the added benefit of being sealed from harsh atmospheric conditions. It is much more difficult for alien flora and fauna to invade a Domed City than open encampments, reducing colonial attrition as a result. Domed Cities are manned by 1 Population unit, and provide housing for 100 additional Population.

Production requirements: 5,000 Improved Construction Materials

Consumes: <nothing>

 

 

 

Fiber Mill

 

INST: Fiber Mill

Fiber Mill: Extracts Fibers. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Fibers

Consumes: 1 Power

 

 

Field Fortification

 

Inst: Field Fortification

Field Fortification: Field Fortresses are small installations that provide fixed heavy weapons firepower, perimeter defense and bunkers for your troops. They are not bastions like the Defense Fortress, but there isn’t a trooper who’d rather be caught in the open.

Production requirements: 500 Construction Materials

 

Fission Power Plant

 

INST: Fission Power Plant

Fission Power Plant: Converts 100 Processed Radioactives into Power. Consumes no Power. Low pollution. Slight risk of catastrophic disaster.

Production requirements: 500,000 Construction Materials

Produces: 10,000 Power

Consumes: 100 Processed Radioactives

 

 

Fluid Conversion Plant

 

Inst: Fluid Conversion Plant

Fluid Conversion Plant: Filters and converts caustic or otherwise harmful liquids present in alien oceans into nontoxic, potable fluids. This reduces the unfavorable colonial attrition adjustment for unfamiliar oceans by a considerable amount.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

Fuel Distillation Complex

 

INST: Fuel Distillation Complex

Fuel Distillation Complex: Produces 250 Fuel at no Power cost, and at a greater efficiency than regular Fuel Refineries. Consumes 2 Petroleum.

Production requirements: 500 Improved Construction Materials

Produces: 250 Fuel

Consumes: 2 Petroleum

 

 

 

Fuel Refinery

 

INST: Fuel Refinery

Fuel Refinery: Produces 10 Fuel at no Power cost. Consumes 2 Gaseous Elements.

Production requirements: 500 Construction Materials

Produces: 10 Fuel

Consumes: 2 Gaseous Elements

 

 

Gas Refinery

 

INST: Gas Refinery

Gas Refinery: Extracts Gaseous Elements. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Gaseous Elements

Consumes: 1 Power

 

Gemstones Mine

 

INST: Gemstones Mine

Gemstones Mine: Extracts Gemstones. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Gemstones

Consumes: 1 Power

 

Geothermal Power Plant

 

INST: Geothermal Power Plant

Geothermal Power Plant: Produces Power. Very low pollution, nearly risk free.

Production requirements: 250,000 Construction Materials

Produces: 1,000 Power

Consumes: <nothing>

 

Ghuran Demonblood Refinery

 

INST: Ghuran Demonblood Refinery

Ghuran Demonblood Refinery: Extracts Ghuran Demonblood. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Ghuran Demonblood

Consumes: 1 Power

 

Grain Mill

 

INST: Grain Mill

Grain Mill: Extracts Grains. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Grains

Consumes: 1 Power

 

Hydroelectric Power Plant

 

INST: Hydroelectric Power Plant

Hydroelectric Power Plant: Produces Power. No pollution, nearly risk free.

Production requirements: 250,000 Construction Materials

Produces: 1,000 Power

Consumes: <nothing>

 

Hydroponic Garden

 

INST: Hydroponic Garden

Hydroponic Garden: Extracts Fruits & Vegetables. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Fruits & Vegetables

Consumes: 1 Power

 

Imperial Administration Center

 

Inst: Imperial Administration Center

Imperial Administration Centers are useful when constructed on heavily populated worlds, and provide administrative stability to all Imperial worlds in the same star system.

Production requirements: 500 Construction Materials

 

Imperial Army Base

 

Inst: Imperial Army Base

Imperial Army Base: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Boot Camp

 

Inst: Imperial Army Boot Camp

Imperial Army Boot Camp: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Combat Infantry School

 

Inst: Imperial Army Combat Infantry School

Imperial Army Combat Infantry School: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Command Base

 

Inst: Imperial Army Command Base

Imperial Army Command Base: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Depot

 

Inst: Imperial Army Depot

Imperial Army Depot: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Headquarters

 

Inst: Imperial Army Headquarters

Imperial Army Headquarters: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Quadrant Base

 

Inst: Imperial Army Quadrant Base

Imperial Army Quadrant Base: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Army Ranger School

 

Inst: Imperial Army Ranger School

Imperial Army Ranger School: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

Imperial Army Sector Base

 

Imperial Army Sector Depot

 

Inst: Imperial Army Sector Depot

Imperial Army Sector Depot: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Guard AIT School

 

Inst: Imperial Guard AIT School

Imperial Guard AIT School: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Guard Boot Camp

 

Inst: Imperial Guard Boot Camp

Imperial Guard Boot Camp: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Guard Green Beret School

 

Inst: Imperial Guard Green Beret School

Imperial Guard Green Beret School: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Marine Advanced Training Base

 

Inst: Imperial Marine Advanced Training Base

Imperial Marine Advanced Training Base: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Marine Boot Camp

 

Inst: Imperial Marine Boot Camp

Imperial Marine Boot Camp: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Marine SEAL School

 

Inst: Imperial Marine SEAL School

Imperial Marine SEAL School: This is a ground unit training and/or housing facility, and can prove useful on worlds you are planning on stationing troops for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Museum

 

INST: Imperial Museum

Imperial Museum: The Imperial Museum acts as a warehousing center for all manner of primitive, alien, or otherwise interesting artifacts.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Imperial Naval Academy

 

INST: Imperial Naval Academy

Imperial Naval Academy: This is a naval training facility, and can prove useful on worlds where you are planning on stationing ships for extended duty missions.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Imperial Navy Military College

 

INST: Imperial Navy Military College

Imperial Navy Military College:

This is a naval training facility, and can prove useful on worlds where you are planning

on stationing ships for extended duty missions.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Imperial Navy Training Base

 

Inst: Imperial Naval Training Base

This is a navy training facility, and prove useful on worlds where you are planning on stationing ships for extended duty missions.

Production requirements: 500 Construction Materials

 

Imperial Palace

 

INST: Imperial Palace

Imperial Palace: The Imperial Palace is the primary headquarters and home of the Emperor. It is a grand series of buildings on a palatial estate, bedecked with riches and almost gaudy in its display of wealth and power. Easily the most impressive installation in the Empire, the Imperial Palace is the Imperial seat of power.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Imperial Penal Colony

 

Inst: Imperial Penal Colony

A high security penitentiary to put the most seasoned, disrespectful, thieving bandits, brigands, criminals and n’er-do-wells in the Empire, Top notch security personnel patrol the Imperial Penal Colony around the clock, and nobody ever escapes with all their tentacles intact.

Production requirements: 500 Construction Materials

 

Imperial Resort

 

Inst: Imperial Resort

Imperial Resorts are useful when constructed on heavily populated worlds, and provide morale stability to all Imperial worlds in the same star system.

Production requirements: 500 Construction Materials

 

Imperial Science Center

 

Inst: Imperial Science Center

Imperial Science Center: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 500 Construction Materials

Imperial Science Institute

 

Imperial Science Lab

 

Inst: Imperial Science Lab

Imperial Science Lab: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 500 Construction Materials

 

Imperial Science Outpost

 

Inst: Imperial Science Outpost

Imperial Science Outpost: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 500 Construction Materials

 

Imperial Science Station

 

Inst: Imperial Science Station

Imperial Science Station: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 500 Construction Materials

 

Imperial Sports Complex

 

INST: Imperial Sports Complex

Imperial Sports Complex: Imperial Sports Complexes are useful when constructed on heavily populated worlds, and provide general sports entertainment facilities for citizens residing anywhere in the same star system. Such events as mass gladiator matches, tentacleball or aerial battlehockey are crowd favorites.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Imperial Zoo

 

Inst: Imperial Sports Complex

Imperial Sports Complex are useful when constructed on heavily populated worlds, and provide general sports entertainment facilities for citizens residing anywhere in the same star system. Such events as mass gladiator matches, tentacleball or aerial battlehockey are crowd favorites.

Production requirements: 500 Construction Materials

 

Industrial Complex

 

INST: Industrial Complex

Industrial Complex: Converts Items into other Items. Resources such as Iron can be refined into Steel, or multiple Items can be assembled to form superior Items. Each Industrial Complex can assemble 250 tons of materials per turn into final products.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

Iron Mine

 

INST: Iron Mine

Iron Mine: Extracts Iron. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Iron

Consumes: 1 Power

 

Light Metals Mine

 

INST: Light Metals Mine

Light Metals Mine: Extracts Light Metals. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Light Metals

Consumes: 1 Power

 

Lumber Mill

 

INST: Lumber Mill

Lumber Mill: Extracts Lumber. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Lumber

Consumes: 1 Power

 

Meat Packing Plant

 

INST: Meat Packing Plant

Meat Packing Plant: Extracts Meat. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Meat

Consumes: 1 Power

 

Mineral Fertilizer Tanks

 

INST: Mineral Fertilizer Tanks

Mineral Fertilizer Tanks: Extracts Mineral Fertilizers. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Mineral Fertilizers

Consumes: 1 Power

 

Mission

 

Inst: Mission

Mission: Religious installations are most often constructed to pay homage to a particular deity that is popular among the civilian population. They provide a steady, positive influence of the populace, and show the deity in question that his or her followers are devout.

Production requirements: 1,000 Construction Materials

 

Naval Gunnery Range

 

INST: Naval Gunnery Range

Naval Gunnery Range: This is a naval training facility, and can prove useful on worlds where you are planning on stationing ships for extended duty missions.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

Petrochemical Refinery

 

INST: Petrochemical Refinery

Petrochemical Refinery: Extracts Petrochemicals. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Petrochemicals

Consumes: 1 Power

 

 

Pollution Processor

 

Inst: Pollution Processor

Hazardous waste materials such as polluting gases or liquids can be sent through a Pollution Processor to reduce their detrimental effects on the surrounding countryside, this increases the Comfort Zone for pollutants to 25.

Production requirements: 500 Construction Materials

 

Precious Metals Mine

 

INST: Precious Metals Mine

Precious Metals Mine: Extracts Precious Metals. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Precious Metals

Consumes: 1 Power

 

Provincial Capitol Administration Center

 

Inst: Provincial Administration Center

Imperial Administration Centers are useful when constructed on heavily populated worlds, and provide administrative stability to all Imperial worlds in the same star system.

Production requirements: 500 Construction Materials

 

Radioactives Mine

 

INST: Radioactives Mine

Radioactives Mine: Extracts Radioactive Elements. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Radioactive Elements

Consumes: 1 Power

 

 

Rare Elements Mine

 

INST: Rare Elements Mine

Rare Elements Mine: Extracts Rare Elements. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Rare Elements

Consumes: 1 Power

 

 

Rare Herbs & Spices Farm

 

INST: Rare Herbs & Spices Farm

Rare Herbs & Spices Farm: Extracts Rare Herbs & Spices. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Rare Herbs & Spices

Consumes: 1 Power

 

Science Center

 

Inst: Science Center

Science Center: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 1,000 Construction Materials

 

Science Institute

 

Inst: Science Institute

Science Institute: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 10,000 Construction Materials

 

Science Lab

 

INST: Science Lab

Science Lab: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study. This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don't build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological race].

Production requirements: 2,500 Construction Materials

Consumes: <nothing>

 

 

Science Outpost

 

INST: Science Outpost

Science Outpost: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study. This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don't build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological race].

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

Science Station

 

Inst: Science Station

Science Station: Imperial Science facilities are best constructed on unusual alien worlds. Scientists stationed at such bases gather all manner of information regarding their surroundings and send it back to the homeworld for further study, This can sometimes lead to research bonuses, though it is important to note that such bonuses are rare and often quite minimal compared to the normal research center process that governs normal technological advancement [hint: don’t build these facilities en masse with the hopes of outstripping potential enemy Empires in the technological races].

Production requirements: 5000 Construction Materials

 

Shenn Stone Mine

 

INST: Shenn Stone Mine

Shenn Stone Mine: Extracts Shenn Stones. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Shenn Stones

Consumes: 1 Power

 

Shipyard

 

INST: Shipyard

Shipyard: Shipyards consume Items in order to construct starships. Each Shipyard is capable of assembling 10,000 tons of starship components per turn.

Production requirements: 500 Construction Materials

Consumes: 100 Power

 

Shipyard Slip

 

INST: Shipyard Slip

Shipyard Slip: Each Shipyard Slip present in a Population Group allows for the construction of one ship there per turn.

Production requirements: 50,000 Construction Materials

Consumes: <nothing>

 

 

Shrine

 

Inst: Shrine

Shrine: Religious installations are most often constructed to pay homage to a particular deity that is popular among the civilian population. They provide a steady, positive influence of the populace, and show the deity in question that his or her followers are devout.

Production requirements: 500 Construction Materials

 

Stripmining Complex

 

INST: Stripmining Complex

Stripmining Complex: Extracts 1,000 Raw Resources. Consumes 1 Power. High Pollution on occasion. Note that even though Stripmining Complexes appear to produce an incredible number of resources, they are Raw Resources which are useless until converted into more interesting resource types such as Iron or Lumber. This takes significant industrial output and has an efficiency of only 10%. The Iron, Lumber and so forth must then be converted using more industrial effort into Items like Steel and Timber (at 33% efficiency), which could then be manufactured by your busy factory workers into Construction Materials or other Items. Stripmining Complexes and the Industries needed to support them will take a long time to pay off, but if you have excess industrial capacity already, they are a great way to feed your Empire's hungry need for basic raw materials.

Production requirements: 500 Construction Materials

Produces: 1,000 Raw Resources

Consumes: 1 Power

 

 

Temple

 

INST: Temple

Temple: Religious Installations are most often constructed to pay homage to a particular deity that is popular among the civilian population. They provide a steady, positive influence on the populace, and show the deity in question that his or her followers are devout.

Production requirements: 2,000 Construction Materials

Consumes: <nothing>

 

Top Gun School

 

INST: Top Gun School

Top Gun School: This is a naval training facility, and can prove useful on worlds where you are planning on stationing ships for extended duty missions.

Production requirements: 500 Construction Materials

Consumes: <nothing>

 

 

Transportation Center

 

INST: Transportation Center

Transportation Center: Allows transfers to other Pop Centers with Transportation Centers on the same world.

Production requirements: 250,000 Construction Materials

Consumes: <nothing>

 

Water Purification Plant

 

INST: Water Purification Plant

Water Purification Plant: Extracts Water. Consumes 1 Power.

Production requirements: 500 Construction Materials

Produces: 10 Water

Consumes: 1 Power

 

Have fun.

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I am the so-called colorful one....pleased to introduce myself. My name is Ed Mooney and have played StarMaster, SuperNova, and SuperNova II in the past. I decided to check up on Rolling Thunder Games one day and discovered that there was another version of SuperNova which had been going on for about a year or so. I immediately joined up and discovered that a lot of the old players are in the game. Some of the old players are unhappy with the pace, but anyone who you talk to in the game who has stayed has already resigned themselves to that fact. As far as an alliance policy, the only one that the Power Pantheon has is basically a wait and see strategy. I currently use an excellent spreadsheet which I have created myself. The economics of this game are difficult but I find it satisfying to figure them out...sort of like a simple puzzle. EternusIV was very helpful to me when I first started and I recommend you contact him as well.

 

Good luck and keep playing. I myself started late in the game and have started another empire since then. I have been lobbying for a new startup date; so far to no avail. I have also suggested a convention to meet players face to face. I suppose that Denver would be the most logical choice for Pete and Russ. If organized around a gaming convention it could have a double benefit. I live in Las Vegas and that could be a good choice as well.

 

Basically, I am a fan of player interaction. This is pretty much the only interaction so far...the message boards I mean.

 

Till we meet in space.....

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We, the members of Phoenix Arisen, in order to form a more perfect union, establish Justice and insure Galactic Tranquility, provide for the common defense, promote the general welfare and ensure the blessings of liberty to ourselves and our posterity, do ordain and establish this constitution for the members of our alliance.

 

We believe that a perfect union is one where the members share our point of view.

We stand for our way of life and the rule of Justice, not law.

We believe that the way to galactic tranquility is through the elimination of sources of dis-ease.

We shall strictly and enthusiastically defend all territories and borders from those who do not share our beliefs.

We shall promote the welfare of our constituents through research support and open trade.

We ensure the liberty of the beings within our 517 system sphere of control through an active and aggressive expansion of our buffer zones.

We adhere to the logic of strength and the wisdom of Sun Tzu.

We tolerate no deceit.

Should an empire encroach upon our borders we shall let them know.

 

So Signed, The Officers of Phoenix Arisen,

 

Grand Vizier Norman Fraley - of Procyon, Draconis and Eridani

Minister Rick McFarland - of Procyon and Draconis

Minister Scott Fisher - of Procyon and Eridani

Minister Gary Carpenter - of Procyon and Draconis

Minister Dan Lawrence - of Procyon and Draconis

Minister Bob Wilbanks - of Procyon and Eridani

Minister Galvorn - of Procyon and Eridani

Minister Dave Hunt - of Procyon and Eridani

Minister Jonathan Pettit - Ker'Pluk

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What are the membership criteria for ISIS?

Good question.

 

ISIS Membership requirements are pretty easy. Be a player in SuperNova: Rise of the Empires and be willing to abide by our Code of Conduct.

 

Code of Conduct

 

[1] All finds* that you personally acquire are yours to do with what you please outside of ISIS.

[2] What is shared with the members of ISIS stays within ISIS.

[3] All finds are highly encouraged to be shared with the membership.

 

*Finds are anything that you have successfully researched via Research Centers, analyzed with the ANZ or INST Order or found during an EXPL mission.

 

ISIS is a quid pro quo research organization. Everybody puts what they can into the common body of knowledge shared by all members.

 

The most frequently asked question is: What can a new player contribute to ISIS? Most of the early technologies have already been researched by older players.

 

While the latter statement is most certainly true, the tech tree branches wide pretty early and will only get bigger, which means that there are plenty of avenues of research that will not be followed later in the game. This means there is plenty of opportunity for contributions down the line. For more immediate contributions, the EXPL order is needed. When you achieve success with an EXPL order, you either find some information about a technology, an item or items (which can be analyzed later) or a warp point map. The first two results can be shared with your fellow ISIS members and added to our common body of knowledge. If you want to share the warp point map, you can, but it's not a high priority in ISIS to 'map' the Universe.

 

If you want to share system information, I'd give it to Hobknob as he is keeping a 'Galactic Directory'. :D

 

I hope that answers your question about ISIS.

 

-SK

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We believe that a perfect union is one where the members share our point of view.

We stand for our way of life and the rule of Justice, not law.

We believe that the way to galactic tranquility is through the elimination of sources of dis-ease.

We shall strictly and enthusiastically defend all territories and borders from those who do not share our beliefs.

We shall promote the welfare of our constituents through research support and open trade.

We ensure the liberty of the beings within our 517 system sphere of control through an active and aggressive expansion of our buffer zones.

We adhere to the logic of strength and the wisdom of Sun Tzu.

We tolerate no deceit.

Should an empire encroach upon our borders we shall let them know.

Using our Universal Translater, Type B, with the Verbosity Reduction feature (Thanks Cao Cao! :lol: ), we get ...

 

We are the Borg.

Resistance is Futile.

Prepare to be Assimilated.

 

Okay, got it. :beer:

 

Thanks.

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