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Thread: The Chiron Chronicle - Admin

  1. #1
    [LordLMP]
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    The Chiron Chronicle - Admin

    This where we should post what factions are producing, overview and moderating stuff

    Updates: I will get a draft of the map done by tommorrow or friday

    -LordLMP
    [This message has been edited by [LordLMP] (edited September 13, 2000).]

  2. #2
    DarkCloud
    Civ3 Stories Editor, AoN Co-Executive Producer DarkCloud's Avatar
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    Lightbulb

    University-

    University Base- (138,000)
    Production:
    Hologram Theatre
    Defense:
    Synthmetal Sentinel [1-2-1] Green
    Plasma Sentinel [1-4-1] Green
    Volunteer Force [1-1-1] Extensively Trained +50%
    Militia [1-1-1] Trained +10%
    Facilities:
    Headquarters
    Recycling Tanks

    Outpost #1- (71,000)
    Production:
    Laser Rover [1-2-1]
    Defense:
    Plasma Sentinel [1-4-1] Green
    Synthmetal Sentinel [1-2-1] Green
    Synthmetal Sentinel [1-2-1] Green
    Militia [1-1-1] Untrained
    Facilities:
    Recycling Tanks

    Rocky Crag- (19,000)
    Production:
    Plasma Sentinel [1-4-1]
    Defense:
    Plasma Sentinel [1-4-1]
    Militia [1-1-1] Trained +10%
    Facilities:
    None


    Offensive Units
    -1 'Veteran' Laser Rover [2-1-2] (In University Base)
    -1 'Disciplined' Laser Rovers [2-1-2](In Outpost #1)
    -1 'Green' Scout Rover [1-1-2] (In Rocky Crag)
    -2 'Green' Laser Rovers [2-1-2] (In University Base)
    -1 'Green' Laser Rover [2-1-2] (In Outpost #1)

    (3 Synthmetal Sentinels lost in defense of Inspiration point 10/29/00)
    (1 Scout rover lost in attack on Morgan Base 10/19/00)
    (1 Scout rover lost to Cyborgs 10/25/00)

    40% Economy
    50% Research
    10% Psych

    Techs:

    Applied Physics (Conquer 1) [Laser]
    Centauri Ecology (Explore 1) [Former]
    Industrial Base (Build 1) [Synthmetal]
    Biogenetics (Discover 1) [R-Tanks, The Human Genome]
    Information Networks (Discover 1) [Network Node]
    Doctrine: Mobility (Explore 1) [Speeder]
    Nonlinear Mathematics (Conquer 2) [Particle Impactor]
    High Energy Chemistry (Conquer 2) [Plasma Steel Armor, Nerve Gas Pods]
    Field Modulation (Conquer 2) [Resonance Lasers (1-5-1)]

    Techs: 9
    Researching:
    Research Complete- (25 Days; Jan 5th)

    [b]Research for level 2 techs takes:

    7 + [(TL% + #techs) * 2] - facs bonus
    7 + [(50% + 9) *2] - 1

    Where TL% is 100 - % allocated to research and then expressed as a decimal (ie 50 is .5)

    [This message has been edited by DarkCloud (edited October 05, 2000).]
    [This message has been edited by DarkCloud (edited October 16, 2000).]
    [This message has been edited by DarkCloud (edited November 02, 2000).]
    [This message has been edited by DarkCloud (edited November 06, 2000).]
    [This message has been edited by DarkCloud (edited November 15, 2000).]
    [This message has been edited by DarkCloud (edited November 17, 2000).]
    [This message has been edited by DarkCloud (edited December 14, 2000).]

  3. #3
    XWaste
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    Cybernetic Consciousness

    Alpha Prime - building - Human Genome Project

    Garrison...
    Enhanced Patrol (D3.0)

    -Headquarters
    -Recycling Tanks
    --formers (1)

    Tau Collective - building - Colony Pod

    Garrison...
    Augmented Patrol (D2.3)

    -Network Node
    --formers (1)

    Gamma Heights - building - Biology lab

    Garrison...
    Augmented Patrol (D2.6)

    -Network Node
    --formers (1)

    Inspiration Point - building - Network Node

    Garrison...
    Enhanced Patrol (D3.1)
    Augmented Patrol (D2.0)
    Augmented Patrol (D2.17)
    Augmented Patrol (D2.2)

    -no facilities
    --formers (1)

    Port Beta - building - Enhanced Garrison

    Garrison...

    -no facilities
    --no formers

    Units Outside Bases
    -One Strike Rover (RD1.0)protecting formers at Inspiration Point
    -One Strike Rover(RD1.1) patrolling around Garland Crater

    -One Transport Foil(ND0.1) at Port Beta

    -One Force Rover(RD2.0) Outside Data DeCentral
    -Enhanced Patrol(D3.2) at Data DeCentral

    Unit information:
    Augmented Patrol: laser/synth (2-2-1)
    Enhanced Patrol: laser/plasma (2-3-1)
    Strike Rover: laser (2-1-2)
    Force Rover: Impact (4-1-2)

    D2.5 destroyed when capturing IP
    D2.1 and D2.7 Merged into D2.17 after capture of IP
    One Probe team captured by Cult of the Planet

    Regimental titles:
    D=derivitive
    RD=rover derivitive
    ND=foil derivitive


    50%-research
    50%-economy

    Tech
    -Applied physics
    -Industrial Base
    -Biogenetics
    -Information Networks
    -Social Psych
    -Doctrine: Mobility
    -Centauri Ecology
    -Nonlinear Mathematics
    -High Energy Chemistry
    -Secrets of the Human Brain
    -Planetary Networks
    -Doctrine: Flexibility
    -Centauri Empathy
    -Polymorphic Software
    -Industrial Economics

    TL%=.5
    # tech=15
    facs bonus=+2+2(+faction bonus + facilities bonus)
    date of last discovery-17/11
    days to next discovery-34 (21/12)
    Researching - Doctrine: Loyalty

    Summary
    13/9-Start
    16/9-Tau Collective builds Formers
    27/9-Alpha Prime builds Recycling Tanks
    5/10-Tau Collective builds Colony Pod
    6/10-Alpha Prime builds Augmented Patrol prototype
    10/10-Gamma Heights Settled
    10/10-Tau Collective builds Augmented Patrol
    10/10-Alpha Prime builds Probe team
    16/10-Gamma Heights builds formers
    19/10-Alpha Prime builds Strike Rover prototype
    24/10-Alpha Prime builds Enhaced Patrol Prototype
    24/10-Gamma Heights builds Augmented Patrol
    30/10-Captured Inspiration Point
    7/11-Alpha Prime builds Force Rover Prototype
    7/11-Gamma Heights builds Strike Rover
    7/11-Tau Collective builds Network Node
    7/11-Inspiration Point builds formers
    15/11-Alpha Prime builds Transport Foil
    15/11-Gamma Heights builds Enhanced Patrol
    18/11-Inspiration Point builds Enhanced Patrol
    26/11-Tau Collective builds Colony Pod
    11/12-Gamma Heights builds Network Node
    11/12-Port Beta settled


    [This message has been edited by XWaste (edited December 11, 2000).]
    [This message has been edited by XWaste (edited December 11, 2000).]

  4. #4
    Cyber
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    Spartan Federation


    Sparta Command(110,000):War Rover
    Facilities:
    -The Weather Paradigm
    -Headquarters
    -Network Node
    -Command center
    -Recycling tanks
    Defence:
    -1 Synth garrison(Elite)
    -formers

    Survival Base(65,000):Power Rover
    Facilities:
    -Network Node
    -Recycling tanks
    -Command center
    Defence:
    -1 synth.garrison(Hardened)
    -synth.garrison(Hardened)
    -formers

    Commanders keep(67,000):Attack foil
    Facilities:
    -Network Node
    -Recycling tanks(Repaired)
    -Command center
    Defence:
    -2 synth.garrisons(Hardened)
    -formers

    War Outpost(ex U.N.High Comission, 15,000) :Impact Rover
    Facilities:
    -Network Node
    -Recycling tanks
    -Command center
    Defence:
    -Synth.garrison(hardened)

    Centurion Cave(15,000):Impact Rover
    Facilities:
    -Command Center
    -Network Node
    -recycling tanks
    Defence:
    -Synth.garrison

    Social Engineering:
    Labs 50%
    Economy 50%


    Discovered Tech:
    Doctrine:Mobility
    Industrial base
    Applied physics
    Centauri ecology
    Information networks
    Biogenetics
    Nonlinear mathematics
    High Energy Chemistry
    Doctrine=Flexibility

    Researching:
    Polymorphic software

    Techs=9
    Last Discovery=11-12
    Next Discovery=02-01

    7+ [(tech%+#tech)*2]-fac
    7+[(50%+9)*2]-5
    7+[9.5 *2]-5
    7+ 19 -5=21

    Units:
    4th Impact rover unit:Veteran(attacking the Hive)
    5th Impact Rover unit:Commando(attacking the Hive)
    6th Impact Rover unit:Veteran(attacking the Hive)
    2nd Power Rover unit:Veteran(attacking the Hive)
    Special Unit:Elite(Power Rover,attacking the Hive)
    2nd Impact Rover unit: (hardened, attacking the Hive)
    1st Power Rover unit Hardened,attacking the Hive)


    Unit Information
    ImpactRover=4.1.2
    Power rover=4.2.2
    War Rover =4.3.2
    Transport foil =0.3.4
    Attack Foil =4.1.4
    War Foil =4.3.4

    16-12-Building more rovers in all bases.
    10-12-Pop amount updated.Research complete.Command center in CC ready.Starting to build the armada.
    -Upgraded the rovers.All bases, except Sparta C saving energy.
    -Discovered High En.Chem.Started on Doct=Flex
    -update on the amount of pop.
    -30-11-The Weather Paradigm is ready.CC built Network Node, started on Command Center.
    -03-11-Command Center ready in WarO, started building Network node.
    -30-Non-Linerial Maths ready.Researching High Energy Chemistry.Colony pod and
    Network Node ready.Started to build recycling tanks and a Impact rover.
    -27-10-Base repairments ready in War outpost, started to build Command Center
    -24-10-S.Command building Colony pod after Network Node. S.Base building Network Node and C.keep saving energy after building synth.garrisons
    -16-10-U.N. High Command captured.Newly named as War outpost.
    -3-10,The formers are ready, and have started to terraform the land around the cities.Expect grow of nutrients, energy reserves and minerals around the cities, in the next few years.


    [This message has been edited by Cyber (edited November 05, 2000).]
    [This message has been edited by Cyber (edited November 14, 2000).]
    [This message has been edited by Cyber (edited November 16, 2000).]
    [This message has been edited by Cyber (edited November 20, 2000).]
    [This message has been edited by Cyber (edited November 30, 2000).]

    [This message has been edited by Cyber (edited December 10, 2000).]
    [This message has been edited by Cyber (edited December 16, 2000).]
    [This message has been edited by Cyber (edited December 16, 2000).]

  5. #5
    Argonaut
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    Data Angels

    Data DeCentral 60,000
    Producing:
    Impact Rover (4/1/1)
    Impact Foil Mk2 (4/2/1) *Prototype*

    Defences:
    Plasma Steel Garrison
    Synthmetal Garrison
    Mindworm

    Facilities:
    Headquarters
    Recycling Tanks
    Recreation Commons
    Network Node

    Secret Projects:
    The Virtual World


    Roze Function 40,000
    Producing:
    Impact Foil *Protoytype (4/1/1)
    Impact Rover (4/1/1)

    Defences:
    Plasma Steel Garrisonx2

    Facilities:
    Recycling Tanks
    Recreation Commons
    Network Node
    Command Centre


    Nettap Complex 20,000
    Producing:
    Formers
    Impact Rover (4/1/1)
    Recreation Commons

    Defences:
    Plasma Steel Garrison x 2

    Facilities:
    Recycling Tanks
    Network Node


    Coder's Pit 10,000
    Producing:
    Plasma Steel Garrison
    Impact Rover (4/1/1)
    Network Node
    Formers

    Defences:
    Plasma Steel Garrison

    Facilities:
    Recycling Tanks


    Atlantisville: 10,000
    Producing:
    Plasma Steel Garrison x 2
    Network Node

    Defences:
    None

    Facilities:
    Pressure Dome


    Labs -> 50%
    Psych -> 10%
    Economy -> 40%

    Discovered Tech:
    Doctrine : Mobility
    Applied Physics
    Information Networks
    Planetary Networks
    Industrial Base
    High Energy Chemistry
    Centauri Ecology
    Social Psych
    Nonlinear Mathematics
    Doctrine : Flexability
    Ethical Calculus
    Industrial Economics

    Reseraching:
    Doctrine : Loyalty
    Number of Techs:12

    Date of Last Discovery:Dec. 8th
    Date of Next Discovery:Jan. 6th

    *Former terraforming near Data DeCentral. Second Former constructing highway towards Cybernetic Territory.*

    *2 Impact Rovers searching for Unity Pods*

    *Probe Team active*

    Days (Real Time)= 7 + [(tech%+#tech)*2] - Facs bonus
    Days = 7+ [(50%+12)*2] - 3
    Days = 7 + [12.5*2] - 3
    Days = 7 + [25] - 3
    Days = 29
    Left this here so people can double check my math!



    [This message has been edited by Argonaut (edited December 08, 2000).]
    [This message has been edited by Argonaut (edited December 11, 2000).]

  6. #6
    [LordLMP]
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    Arrow

    Nautilus Pirates


    Safe Haven - 50,000
    Production: Impact Foil... Recreation Commons...
    Defence: 2 Plasma Garrisons, Probe Team
    Facilities: Pressure Dome, Headquarters, Recycling Tanks, Command Center, Network Node
    Units: Transport Foil Atlas, Sea Formers(2)

    Port Svensgaard - 60,000
    Production: Sea Colony Pod... Recreation Commons... Impact Foil...
    Defence: 2 Plasma Garrisons, Probe Team
    Facilities: Pressure Dome, Recycling Tanks, Command Center, Network Node
    Units: Transport Foil Hauler, Sea Formers(2)

    Provision Point - 45,000
    Production: Impact Foil... Probe Team... Recreation Commons... Transport Foil...
    Defence: 2 Synth Garrison
    Facilities: Pressure Dome, Recycling Tanks, Network Node
    Units: Sea Formers(2)

    Privateer Quay - 17,000
    Production: Sea Formers... Recreation Commons
    Defence: 2 Plasma Garrisons
    Facilities: Pressure Dome, Recycling Tanks, Network Node
    Units: Sea Formers

    Military Units:

    Impact Foil Svensgaard - Elite
    Impact Foil Explorer - Commando
    Impact Foil Mariner - Veteran
    Impact FoilUnity - Veteran
    Impact Foil Nautilus - Green
    Laser Foil Diamond Shark-Disciplined
    Impact Foil Privateer - Green
    Impact Foil Sea Fox - Green

    ***Nautilus Battle Dragons***
    Nautilus Raiders(1st Rovers) - Veteran
    Nautilus Marauders(2nd Rovers) - Veteran

    Units Information:

    Plasma Garrison: Laser/Plasma/Trance
    Synth Garrison: Laser/Synth/Trance
    Impact Foil: Impact/Plasma
    Impact Rover: Impact/Plasma
    Probe Foil: Probe/None

    Technologies:

    Doctrine: Mobility [Rover]
    Doctrine: Flexibility [Foil]
    Biogenetics[Recycling Tanks]
    Centauri: Ecology [Former]
    Applied Physics [Laser]
    Industrial Base [Synthmetal]
    Information Networks [Network Node]
    Planatery Networks [Probe]
    High Energy Chemistry [Plasma]
    Nonlinear Mathematics [Impact]
    Polymorphic Software [Artillery]
    Social Psych [Recreation Commons]
    Industrial Economics [Energy Bank]


    Research...

    Days (Real Time)= 7 + [(tech%+#tech)*2] - Facs bonus
    Days = 7+ [(50%+13)*2] - 4
    Days = 7 + [13.5*2] - 4
    Days = 7 + [27] - 4
    Days = 30
    Last Research Completed: Dec 11
    Next Research Due: Jan 10


    Researching - Industrial Automation

    Social Engineering:

    Economy: 40%
    Psych: 10%
    Research: 50%


    Overview...

    -Laser Foil Diamond Shark patrolling around Atlanstisville
    -Impact Foil Svensgaard patrolling around Safe Haven
    -Impact Foil Explorer moving around Pholus Continent, via Great Northern Ocean
    -Impact Foil Mariner patrolling around Privateer Quay
    -Impact Foil Nautilus patrolling around Provision Point
    -Communications Prohibition to Morgan, University and Cult of Planet
    -Impact Foil Unity patrolling around Port Svensgaard
    -Impact Foil Privateer patrolling around Crow's Nest
    -Impact Foil Sea Fox being prep for probe insertion
    -Transport Foil Hauler transporting Probe Team to Privateer Quay
    -1st Rovers at Cyborg/University borders
    -2nd Rovers at Cyborg/University borders

    -LordLMP


    [This message has been edited by [LordLMP] (edited December 12, 2000).]

  7. #7
    XWaste
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    We need to keep this current don't we?
    Should we continualy edit our entry at the top (as a handy overview, but also post updates, to keep this thread handy (its been slipping...)

  8. #8
    XWaste
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    (from 20/9/00)
    CC - discovered Industrial Base

  9. #9
    XWaste
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    edited entry as example of proposed research systm

  10. #10
    DarkCloud
    Civ3 Stories Editor, AoN Co-Executive Producer DarkCloud's Avatar
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    XWaste: is 6 techs not too much. We have only had time to research 1 new tech at the max, and the Cyborgs, I believe only get a bonus of 2 new techs to the original 2?

  11. #11
    XWaste
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    Lightbulb

    OK, the way I see it...we have our starting tech for the faction (1 or 2 normaly) plus (cos its 2118) everyone got to choose 2 level 1 techs (UoP + CC got bonus)
    this means everyone already has about three to four techs, plus around two more now because its been a fortnight since we've started...so as everyone has five or six techs, thats the number I chose.

    Note - I had made the original number 5, as the #tech value was meant to be the number for the tech being researched (ie if you have five techs, then you're researching your sixth one, so #tech was meant to be six)...but when LordLMP got confused, I saw that maybe I hadn't explained it properly, so I just to changed it to how I gathered everyone would read it (ie #tech is the number of techs that you have)

    note also 'free' means it only takes a week to research (with 50%), not that it is free. I had to use someway to differentiate the 'free' techs so that people wouldn't put the values in and get negative numbers and think that the first couple of techs would only take a day or so to research.

    I've probably just confused the issue more...the number wont make much difference in the end anyway, it just means averyone gets a couple of cheap techs at the start (keeps us happy yeah?) before the fun really begins

  12. #12
    XWaste
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    Darkcloud: Everyone else has given themselves their factions starting tech PLUS the two we got to choose.
    Perhaps we should have cleared this up a bit more at the start of the game...but its all a learning process

    so...looks like you already have infn networks, plus another tech to choose...

    ...sorry to be the bearer of good news

  13. #13
    XWaste
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    ...Oh. Looks like not everyone did do it the same way...looks like everyone is kinda doing it their own way.

    OK - we need some official moderator ruling so we can get this right...some people may have to resign themselves to losing a tech or so...so that everyone is using the same rules...

    either -
    we have our factions starting tech
    +2 level 1 techs
    +2 techs that we have researched by now

    or we have
    +2 level 1 techs
    +2 techs we have researched by now

    (UoP +1 level 1 tech, CC +1 level 2 tech)

  14. #14
    [LordLMP]
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    Suppose to be and which i have done is:

    Starting Faction Techs
    and
    2 extra Level 1 Techs
    and
    (any game faction bonus tech like CC and University)

    The +2 is two techs your faction have researched so far in past 18 years since landing. The Starting Faction techs are the techs they started with when they landed/established their faction.

    So for University and Morgan, one of their +2 (and Universities faction bonus tech) would be the tech to have probe teams. Well, not really University, haven't read anything of them using Probe Teams, only Counter-Intelligence.

    The Data Angels has to many techs...which makes them the most advance...
    They get Information Networks and Planetary Networks...plus 2 more Level 1 techs. Since game started, they may of researched one tech...and since they have probe teams from the start, they may of stolen one or two techs.....hmmm
    Whatever is done so far in the story is official, so can't just say they never acquired High Chemistry... DarkCloud?

    -LordLMP
    [This message has been edited by [LordLMP] (edited September 28, 2000).]
    [This message has been edited by [LordLMP] (edited September 28, 2000).]

  15. #15
    Argonaut
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    Okay, here's what I understand about my techs, and why I now have six.

    I was allowed to have my starting tech., choose two first level techs, and the Data Angel faction bonus of one tech, which is in the Discussion thread. Since then, there has been time to research two techs. Therefore I have six. Where did I go wrong?? I can take one away if it really is wrong, I don't mind. I haven't really mentioned Nonlinear Mathematics yet.

  16. #16
    DarkCloud
    Civ3 Stories Editor, AoN Co-Executive Producer DarkCloud's Avatar
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    2 techs in two game months; I feel that is absurd... with a 50% tech ratio you should have 1 tech per 2 game months.

    With a 40% then 1 tech per 3/4 game months.

    At this rate by the year 2121 we will have researched all avaliable techs!

    Please realize this...

  17. #17
    [LordLMP]
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    True Argonaut...okay, remove the Nonlinear Mathematics i guess, but can be researched....

    Also, remember aswell that in this game, we can also send probe teams to figure out what the infiltrated faction is researching and acquire whatever information on it so far to further their own research on the same thing.

    Makes sence

    just another possibility.......

    -LordLMP

  18. #18
    [LordLMP]
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    Arrow

    ANother thing, don't have to have your faction to utilize the new tech right away...they may have the tech and the player/writer can bring it up anytime.

    Hey, i wasn't able to write yesterday when Applied Physics research was completled...so was bit late to utilize, which is okay or whatever. Like in the game..you acquire new tech, but still haven't built the facility provided by it yet or/and upgraded units to newest techs for whateve reasons

    Also remember that there is Prototypes aswelll
    Of course, i just retooled the production of scout rovers to recon rovers...

    -LordLMP

  19. #19
    XWaste
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    I thought the techs were being researched by real time (1 week) not Chiron time. this means, if we were doing our timekeeping properly, that it would be 3 and a half months (game time) for a tech to be researched, and even longer as we get to later techs (an extra two days per tech equals an extra month game time)

    Even though this does make it a bit longer, it may still seem a bit unrealistic. We should remember though, that this game will take a long time if we don't accelerate things like reseasrch - it is going to take twenty days to get through one chiron year.

    Things have been a bit confusing at the moment with the timekeeping, it has been over two weeks since we started so officially about eight Chiron months should have passed - which hasn't happened. This might have confused the research a little as well, but we should accept this little hiccup and try to move on in the game.

    If we stick to the realtime tech research model then we have our
    factions starting techs
    2 techs (level one) we got to choose
    a tech researched from 20/9
    a tech researched from 27/9
    + bonus tech for UoP and CC and DataAngels

    progression rate form now in is then
    time[days]=7+[(#tech-5)*2]-facs/SE bonus
    [This message has been edited by XWaste (edited September 29, 2000).]
    [This message has been edited by XWaste (edited September 30, 2000).]

  20. #20
    DarkCloud
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    Okay XWaste, I'll go with you plan for research...

  21. #21
    XWaste
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    I chose planetary networks as my free level 2 tech.
    starting tech-applied physics, information networks
    2 level 1 I chose - centauri ecology, biogenetics
    20/9 - industrial base
    27/9 - social psych

    I'm pretty sure mine are right

    Data Angels starting tech is information networks and planetary networks - Argonaut, you don't have P.N. listed. When I wrote the tech research stuff out, I didn't realise the data angels also received an extra tech (sorry) - which is why maybe people thought you had too many techs. Looks like you are meant to have your 2 initial plus
    2 you got to choose (level one)
    1 bonus (level one)
    1 researched 20/9
    1 researched 27/9

    We shouldn't get too bogged down with this one detail, we should be having fun posting our entries
    We kinda went into this without all the rules all exactly sorted out, so we should all accept a little teething time

  22. #22
    Argonaut
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    So now I should have 7? I'm getting a little confused here! I'm happy to go along with whatever is decided, I just want to be sure everyone is in agreement on it. So if Xwaste's vote is our faction's starting techs (from the game), plus two level one techs, plus any bonus techs, plus the 20th, and 27th discoveries, then I'm fine with that. What do other people say? Moderators?

  23. #23
    [LordLMP]
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    My Official Decision is:

    Starting Tech
    +2 Level 1 Tech
    GameBonus Tech (Univ +1 Level 1, Cyborg +1 Level 2 and Data Angels +1 Level)

    We are using the Formula for now, early techs should be easy to discover anyhow, but if I and Dark notice that we acquire later techs to fast, we'll tweak the formula.

    Data Angels starts with Info Networks, Planetary Networks.... 2 Level 1 techs and one 1 Bonus Level 1 tech...(or was it a level2?) so they started the game with 5 Techs...... so they acquired tech on the 20/9 and they get their next tech on the 29/9.

    Thats my calculations. But noticing this, i checked mines again and everyone elses...

    Nautilus Pirates starts with Doctrine Mobility, Doctrine Flexibility and 2 Level 1 techs...so they start the game with 4 techs.... so they acquired tech on the 17/9 and they get their next tech on the 24/9, again 7/10..... that would mean i could of researched two techs if i used the formula properly :/ hmmm, oh well.


    Spartans, Morgan, peacekeepers, Gaians and Hive get the same timing as the pirates to acquire tech since they all start out with 4 Techs.


    Cyborgs starts with Applied Physics and Information Networks... +2 Level 1 techs and 1 Bonus Level 2 tech...thats makes 5 techs and also their +2 Research(-2 fac bonus).... so they acquired tech on the 17/9, 24/9 and next tech will be on the 3/10. Because of of +2 Research, they get techs about same time as the pirates and so on i think.....early on i guess.

    University starts with Information Network... +2 Level 1 techs and +1 Bonus Level 1 techs.... +1 Research and free Network Nodes in each base when they acquire Information Networks. So FacBonus in formula would be -4 in total.... so they acquire tech on the 14/9, 16/9, and so on....so they should be the most advance :/....but DarkCloud ignored Universities free Network Nodes, so they acquire tech on the 17/9, 23/9 and 1/10.

    Darkcloud, check the calculations aswell please if you can so i don't have to be wrong :/

    So i think the formula is okay i guess If DarkCloud kept the free Network Nodes, than they would be the most advance Faction, which makes sence anyway :P


    -LordLMP

  24. #24
    Argonaut
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    "*Bonuses per faction:
    Believers (Army) +2 Units
    Gaians (Army) +1 Unit
    Morganites (Economy)
    University (Research) +1 Level 1 Tech
    Peacekeepers (Society) +20,000 people
    Hive (Army) +2 Units
    Spartans (Army) +3 Units
    Data Angels (Research) +1 Level 1 Tech
    Cyborgs (Researcy) +1 Level 2 Tech
    Pirates (Army) +4 Sea Units"


    Okay, this was the original Faction Bonuses as listed in the Rules and Rollcall thread. Now things are being changed all around. The Pirates seem to have their extra units, so do the Spartans. The Cyborgs don't seem to have their free level 2 tech, and I've been told I don't have a faction bonus at all. Dark Cloud's research seems way off, and I've rechecked my math five times and know that I'm right with my next discovery coming on the 5th of October because I have five techs, but he's apparently at the same spot but his next discovery will take an extra five days. I removed Nonlinenear Math as requested, but according to the stuff set out in the beginning, I should still have it. It's not that I'm too far ahead, some people seem to be behind. If it is progressing to quickly for game time, then may I suggest a change in the formula somehow? This is getting really frustrating and would the moderators please make an official decision as to what is going on here. This game is pointless if we're all playing by a different set of rules.


  25. #25
    Argonaut
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    So do we adjust our research accordingly? Or do we just say, "oh well we messed up" and keep on writing?

  26. #26
    Argonaut
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    Okay, saying level two tech. takes five extra days is a little arbitrary, but fair. How can it be incorporated into the formula, so that we don't just have a random value for each level of tech?

    How about this as an idea. Instead of adding five, you add this adjustment to the formula.

    days till next discovery =
    7 + [(#techs - 6 + Level of Tech)x 2] - fac bonus.

    This way, it doesn't affect any first level techs (at least I don't think, again I'm no mathmatecian) and it increases the research time exponentially. What do people think?


    [This message has been edited by Argonaut (edited October 02, 2000).]

  27. #27
    DarkCloud
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    Exclamation

    Level 2 Tech Formula

    7 +(Tech Level% + #techs) *2= Days until next tech discovery.

    This formula makes it much easier to determine tech discovery levels...

    -The GM has spoken...

  28. #28
    Argonaut
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    Then how come your numbers don't add up?
    By your own reckoning, it should take you 23 days to make a discovery, but you say your next will be on the 10th! I'm confused. What does techlevel% mean?

  29. #29
    DarkCloud
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    Exclamation

    Let's just follow LMP's formula for now...

    I'll add an extra advance to compensate for the research lost to my 'free' advance Info-Networks which I lost out on.

    Thank you for taking lead, LMP while I was out for a few days due to a small 'trip.'
    [This message has been edited by DarkCloud (edited October 02, 2000).]

  30. #30
    DarkCloud
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    Techlevel% means what percent you listed as your tech level.
    For example I listed 40% as my tech level so you would add 40% to 6 (if you had six techs) then multiply by 2 getting... 6.4 *2 = 12.8

    Then you would add the original 7 and get 19.8 days until the next discovery.

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