Note: this post is adapted from Drogue's Akiria thread from the previous term, many thanks to him for all the hard work
Please give any input you wish, particularly on the priorities proposing, and on the descriptions of the bases. I'm open to suggestions on just about all of it, and I'll certainly listen to the people if they're concerned about some part of my plans.
1) Facility building priorities
a) If the base has drones and no rec commons, build a rec commons.
b) Children's Creche
c) If it can finish a tree farm in 10 turns or less, Tree Farm.
d) If the base is doing well resource wise, Network node. If not, Recyclying tanks.
e) The one not built from d.
f) Tree farm, if not yet built
g) Either energy bank if more ECs are needed or Reseach Hospital if more labs/psych is needed.
h) Hybrid Forest!
i) Fusion lab.
At any point after tree farm, if the population has reached the no-hab-complex limit and still has large potential for growth, I will probably insert a hab complex into the queue.
2) Unit building priorities
a) 1 defensive unit, something with trance preferably, but even a scout patrol will do.
b) If the surrounding area really needs terraforming
A former, possibly two if really needed
Else
A crawler, possibly two if there are some really nice squares to crawl
c) Some (1-3) of either formers or crawlers, whatever is needed.
d) Another defensive unit, if the people deem it necessary (this could possibly come earlier, depending on the situation)
e) If probe teams are needed:
An infantry or foil chassis probe team. Why? That's on a need-to-know basis, citizen
Or, if military units are needed more:
Some military unit, most likely determined by the DPO or the people.
f) More crawlers, possibly more formers if replacements are needed from attrition or donation to other regions.
g) More crawlers!
h) Once terraforming and crawling has reached a good level, shift more to probe/military production, if it is needed, or facility production if unit demand is low.
I'll also do my best to accomodate any requests from Directors regarding unit production.
3) Terraforming priorities
For land:
a) If the square is rainy and/or has a nutrient bonus, farm it and poll for condensor (and crawl for nuts).
b) If the square is rocky I'll poll to see if the people want a mine (and road) there for mineral crawling.
c) Just about any other square: Forest!
d) If the defensive situation calls for it: sensors and/or bunkers in key squares.
For sea:
a) If minerals are really really needed from the sea square, a mining platform and kelp farm, else a kelp farm and tidal harness.
4) Worker priorities
a) If not at current pop.max
Enough nuts to get at least +2
Else
Enough nuts to get at least 0
b) Some reasonable amount of minerals, 10 or so.
c) Energy, energy, energy!
d) Mineral production will most likely go up with energy (forest squares), if ED mineral limit is approaching, work non-mineral sea squares or switch workers into specialist roles:
1) if there are any drones, psych specialists should have been made before, unless it would have caused starvation (it's ok to run negative nuts so long as a pop unit wouldn't be lost, though, since the drone problem will be dealt with soon). In any case, make psych specialists if there are drones, or if the doctors would trigger a Golden Age.
2) Labs specialists, unless ECs are desperately needed in which case make econ specialists.
5) Base-specific priorities
-Make New Tassagrad and Aurora into world renowned bases for beauty, style, happiness and productivity.
-Get Espirito del Aqua's infrastructure up and running quickly, and focus on getting much energy for the faction, with trawlers if the need is felt.
- Get Twin Peaks and Cyclops: formed, crawling, and getting population rises. Make them into successful bases. (This is already pretty far along now)
Aurora is the Capital of Akiria, and home to the small-but-influential Save The Environment Party. It is a vibrant base, with many sandy beaches, and an exciting nightlife. Aurora is the base of culture, with many fine theatres, art galleries, restaurants, and is home to the Peacekeepers first Morganlink 3D vision interactive cinema, a new invention whereby you can become a character in the film itself.
Aurora is also the base for exploration of ‘the fungal sea’, and includes the foremost ecological scientists, who are researching the eminent psychic abilities of native life, and the connection with the fungus.
Aurora appeals to many people: scientists and explorers for ‘the fungal sea’; culture lovers and party-goers for the nightlife; and farmers and agriculture specialists for the abundance of natural nutrients, and it’s rich soil, irrigated by the freshwater sea. It is the ‘Crown Jewels’ of Akiria: Beautiful, productive, and vibrant.
Major: Hercules
Population: 5: 2 talents, 3 citizens, no drones.
Facilities: Rec Commons, Children's Creche, Network Node, Tree Farm
Producing:
15 Nutrients (0 from crawlers) +5
19 Minerals (8 from crawlers) +15
14 Energy (0 from crawlers) +12
Ecological Damage: 0
Growth in: 4 turns.
Currently Building: Research Hospital (7 years, I'll request a rush though)
Base-specific goals
a) condensor farm the nut. bonus square at 18,108, crawl for nuts. (subject to poll)
(note: forest will be replaced, move the worker to another forest square once the crawler is there)
b) road+mine the rocky square at 20,110 and crawl for minerals (subject to poll)
c) forest any other square that hasn't been forested. (Completed!)
d) kelp farm+tidal harness the sea squares, if a sea former can be lured into the area. (Sea Former complete!)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
New Tassagrad is a progressive base beside the sea. The Major of New Tassagrad has been working hard on his ‘base rejuvenation plan’, which includes the building of many new facilities. It is becoming an increasingly popular destination as a weekend get-away for New Apolyton and UN Pizza Delivery executives, and has many fine hotels and secluded beaches. The River Eight runs along the outskirts of the base, and the mountains around the river are becoming popular with hikers, wanting to get away from the hustle and bustle of the base.
Major: Kirov
Population: 10: 5 talents, 5 citizens, no drones.
Facilities: Recycling Tanks, Children's Creche, Network Node, Rec Commons, Tree Farm, Research Hospital, Hab Complex.
Producing:
35 Nutrients (11 from crawlers) +15
24 Minerals (4 from crawlers) +21
38 Energy (0 from crawlers) +31
Ecological Damage: 0
Growth in: 3 years.
Currently Building: The Xenoempathy Dome (13 years till completion, may be rushed towards the end)
Base-specific goals
a) road+mine the rocky square at 14,110 and crawl for minerals (Completed!)
b) condensor the already farmed river square at 12,110 to increase nut output in that square and in the adjacent farmed river square at 13,109. Crawl the condensor square for nuts, work (probably) the adjacent square. (voted down)
c) farm rainy (adjacent to current condensor) square at 12,104 for possible crawling or even a condensor (forest overgrew it, plan abandoned).
d) farm rainy (adjacent to current condensor) square at 12,106 if nuts are needed. (forest overgrew it, plan abandoned
e) kelp farm+tidal harness the sea squares, if a sea former can be lured into the area or, possibly, built in NT. (formers working away)
f) hab complex once NT reaches 9 population, if the people want one. (Completed!)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
Twin Peaks is a quiet seaside base, for those that wish to get away for some quality alone-time. To the South it has the most beautiful natural scenery, in our great nation, unspoilt by neither man nor fungus. The coastline, though rocky in places, hides many undiscovered sandy beaches. Being a frontier base, much of the accommodation is in basic log cabins, although this adds to the atmosphere of the place.
Twin Peaks is popular with writers and artists, who wish to get away from the culture of Aurora and have peace and quiet to explore their imagination. One of Akiria’s favourite poets, William Lettersvalue, is finishing his new anthology here, entitled ‘The Light and Shade of Chiron’; and Ansel Eves has been commissioned to do a series of photographs about Aurora and Twin Peaks, entitled ‘Between Cinema and a Hard Place’.
Population: 7: 3 talents, 2 citizens (both empaths), 2 drones.
Facilities: Recycling Tanks, Children's Creche, Tree Farm.
Producing:
28 Nutrients (6 from crawlers) +14
9 Minerals (0 from crawlers) +9
12 Energy (0 from crawlers) +9
Ecological Damage: 0
Growth in: 4 Years.
Currently Building: Network Node (4 years till completion, may be rushed, and will solve drone problems).
Base-specific goals
a) condensor farm the nut. bonus square at 22,116 (just outside of base radius) and crawl for nuts.
b) condensor the pre existing farm square at 21,109 for nut crawling from either Aurora or Twin Peaks
c) finish construction of farm at 22,112 (completed!)
d) lots and lots of forest
(completed!)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
Cyclops is a mountainous frontier base. It was founded near an ancient monolith, and many of the U.N. Peacekeepers best archaeologists are at Cyclops to excavate and study this ancient society. Although Cyclops is not a very fertile settlement, plans for a condenser have been drawn up, and this will make it much more inhabitable. There are also an abundance of sea nutrients nearby, although fungus will have to be removed first, so utilising the extra resources is still in the preliminary planning stage.
Population: 5: 3 talents, 2 citizens (1 empath), 1 drone.
Facilities: Recycling Tanks, Children's Creche, Tree Farm.
Producing:
16 Nutrients (0 from crawlers) +6
12 Minerals (4 from crawlers) +11
13 Energy (0 from crawlers) +9
Ecological Damage: 0 .
Growth in: 6 Years.
Currently Building: Network Node (3 years to completion, may be rushed, will solve drone problems).
Base-specific goals
a) lots of forest
(almost done)
b) crawl the mine at 9,115 for minerals (done)
c) once enough forest is up to keep the workers busy, replace the solars at the solar+farm square of 8,114 with a condensor, to be crawled for nuts (voted down)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
Espirito del Aqua is a newly built base in the southern Freshwater Sea. It provides an alternative to the recentlyusurped from Akirian control re-allocated UNMI for citizens looking for a party on the water.
Population: 6: 1 talent, 4 citizens (3 empaths), 1 drone.
Facilities: Pressure Dome.
Producing:
16 Nutrients (0 from crawlers) +4
4 Minerals (0 from crawlers) +3
7 Energy (0 from crawlers) +6
Ecological Damage: 0
Growth in: 10 years.
Currently Building: Children's Creche (14 years till completion, will probably be rushed next year)
Base-specific goals
a) kelp farm+tidal harness most of the squares.
b) kelp farm+mining platform some of the squares, to provide a decent industrial capacity.
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
If you wish to live in Akiria, please state which base you would like to move too, and I will add you to that base.
Current Inhabitants:
Aurora:
Drogue: Founder and former governor of Akiria, currently on semi-hiatus.
Hercules: Major of Aurora and DPO.
Cedayon: Governor of Akiria
New Tassagrad:
Kirov: Major of New Tassagrad
Twin Peaks:
Cyclops:
Espirito del Aqua:

Akiria
Please return often, will be updated after each turnchat.

Priorities for Akiria, Term VI
Please return often, will be updated after each turnchat.

Priorities for Akiria, Term VI
1) Facility building priorities
a) If the base has drones and no rec commons, build a rec commons.
b) Children's Creche
c) If it can finish a tree farm in 10 turns or less, Tree Farm.
d) If the base is doing well resource wise, Network node. If not, Recyclying tanks.
e) The one not built from d.
f) Tree farm, if not yet built
g) Either energy bank if more ECs are needed or Reseach Hospital if more labs/psych is needed.
h) Hybrid Forest!
i) Fusion lab.
At any point after tree farm, if the population has reached the no-hab-complex limit and still has large potential for growth, I will probably insert a hab complex into the queue.
2) Unit building priorities
a) 1 defensive unit, something with trance preferably, but even a scout patrol will do.
b) If the surrounding area really needs terraforming
A former, possibly two if really needed
Else
A crawler, possibly two if there are some really nice squares to crawl
c) Some (1-3) of either formers or crawlers, whatever is needed.
d) Another defensive unit, if the people deem it necessary (this could possibly come earlier, depending on the situation)
e) If probe teams are needed:
An infantry or foil chassis probe team. Why? That's on a need-to-know basis, citizen

Or, if military units are needed more:
Some military unit, most likely determined by the DPO or the people.
f) More crawlers, possibly more formers if replacements are needed from attrition or donation to other regions.
g) More crawlers!

h) Once terraforming and crawling has reached a good level, shift more to probe/military production, if it is needed, or facility production if unit demand is low.
I'll also do my best to accomodate any requests from Directors regarding unit production.
3) Terraforming priorities
For land:
a) If the square is rainy and/or has a nutrient bonus, farm it and poll for condensor (and crawl for nuts).
b) If the square is rocky I'll poll to see if the people want a mine (and road) there for mineral crawling.
c) Just about any other square: Forest!
d) If the defensive situation calls for it: sensors and/or bunkers in key squares.
For sea:
a) If minerals are really really needed from the sea square, a mining platform and kelp farm, else a kelp farm and tidal harness.
4) Worker priorities
a) If not at current pop.max
Enough nuts to get at least +2
Else
Enough nuts to get at least 0
b) Some reasonable amount of minerals, 10 or so.
c) Energy, energy, energy!

d) Mineral production will most likely go up with energy (forest squares), if ED mineral limit is approaching, work non-mineral sea squares or switch workers into specialist roles:
1) if there are any drones, psych specialists should have been made before, unless it would have caused starvation (it's ok to run negative nuts so long as a pop unit wouldn't be lost, though, since the drone problem will be dealt with soon). In any case, make psych specialists if there are drones, or if the doctors would trigger a Golden Age.
2) Labs specialists, unless ECs are desperately needed in which case make econ specialists.
5) Base-specific priorities
-Make New Tassagrad and Aurora into world renowned bases for beauty, style, happiness and productivity.
-Get Espirito del Aqua's infrastructure up and running quickly, and focus on getting much energy for the faction, with trawlers if the need is felt.
- Get Twin Peaks and Cyclops: formed, crawling, and getting population rises. Make them into successful bases. (This is already pretty far along now)
Aurora
Aurora is the Capital of Akiria, and home to the small-but-influential Save The Environment Party. It is a vibrant base, with many sandy beaches, and an exciting nightlife. Aurora is the base of culture, with many fine theatres, art galleries, restaurants, and is home to the Peacekeepers first Morganlink 3D vision interactive cinema, a new invention whereby you can become a character in the film itself.
Aurora is also the base for exploration of ‘the fungal sea’, and includes the foremost ecological scientists, who are researching the eminent psychic abilities of native life, and the connection with the fungus.
Aurora appeals to many people: scientists and explorers for ‘the fungal sea’; culture lovers and party-goers for the nightlife; and farmers and agriculture specialists for the abundance of natural nutrients, and it’s rich soil, irrigated by the freshwater sea. It is the ‘Crown Jewels’ of Akiria: Beautiful, productive, and vibrant.
Major: Hercules
Population: 5: 2 talents, 3 citizens, no drones.
Facilities: Rec Commons, Children's Creche, Network Node, Tree Farm
Producing:
15 Nutrients (0 from crawlers) +5
19 Minerals (8 from crawlers) +15
14 Energy (0 from crawlers) +12
Ecological Damage: 0
Growth in: 4 turns.
Currently Building: Research Hospital (7 years, I'll request a rush though)
Base-specific goals
a) condensor farm the nut. bonus square at 18,108, crawl for nuts. (subject to poll)
(note: forest will be replaced, move the worker to another forest square once the crawler is there)
b) road+mine the rocky square at 20,110 and crawl for minerals (subject to poll)
c) forest any other square that hasn't been forested. (Completed!)
d) kelp farm+tidal harness the sea squares, if a sea former can be lured into the area. (Sea Former complete!)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
New Tassagrad
New Tassagrad is a progressive base beside the sea. The Major of New Tassagrad has been working hard on his ‘base rejuvenation plan’, which includes the building of many new facilities. It is becoming an increasingly popular destination as a weekend get-away for New Apolyton and UN Pizza Delivery executives, and has many fine hotels and secluded beaches. The River Eight runs along the outskirts of the base, and the mountains around the river are becoming popular with hikers, wanting to get away from the hustle and bustle of the base.
Major: Kirov
Population: 10: 5 talents, 5 citizens, no drones.
Facilities: Recycling Tanks, Children's Creche, Network Node, Rec Commons, Tree Farm, Research Hospital, Hab Complex.
Producing:
35 Nutrients (11 from crawlers) +15
24 Minerals (4 from crawlers) +21
38 Energy (0 from crawlers) +31
Ecological Damage: 0
Growth in: 3 years.
Currently Building: The Xenoempathy Dome (13 years till completion, may be rushed towards the end)
Base-specific goals
a) road+mine the rocky square at 14,110 and crawl for minerals (Completed!)
b) condensor the already farmed river square at 12,110 to increase nut output in that square and in the adjacent farmed river square at 13,109. Crawl the condensor square for nuts, work (probably) the adjacent square. (voted down)
c) farm rainy (adjacent to current condensor) square at 12,104 for possible crawling or even a condensor (forest overgrew it, plan abandoned).
d) farm rainy (adjacent to current condensor) square at 12,106 if nuts are needed. (forest overgrew it, plan abandoned
e) kelp farm+tidal harness the sea squares, if a sea former can be lured into the area or, possibly, built in NT. (formers working away)
f) hab complex once NT reaches 9 population, if the people want one. (Completed!)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
Twin Peaks
Twin Peaks is a quiet seaside base, for those that wish to get away for some quality alone-time. To the South it has the most beautiful natural scenery, in our great nation, unspoilt by neither man nor fungus. The coastline, though rocky in places, hides many undiscovered sandy beaches. Being a frontier base, much of the accommodation is in basic log cabins, although this adds to the atmosphere of the place.
Twin Peaks is popular with writers and artists, who wish to get away from the culture of Aurora and have peace and quiet to explore their imagination. One of Akiria’s favourite poets, William Lettersvalue, is finishing his new anthology here, entitled ‘The Light and Shade of Chiron’; and Ansel Eves has been commissioned to do a series of photographs about Aurora and Twin Peaks, entitled ‘Between Cinema and a Hard Place’.
Population: 7: 3 talents, 2 citizens (both empaths), 2 drones.
Facilities: Recycling Tanks, Children's Creche, Tree Farm.
Producing:
28 Nutrients (6 from crawlers) +14
9 Minerals (0 from crawlers) +9
12 Energy (0 from crawlers) +9
Ecological Damage: 0
Growth in: 4 Years.
Currently Building: Network Node (4 years till completion, may be rushed, and will solve drone problems).
Base-specific goals
a) condensor farm the nut. bonus square at 22,116 (just outside of base radius) and crawl for nuts.
b) condensor the pre existing farm square at 21,109 for nut crawling from either Aurora or Twin Peaks
c) finish construction of farm at 22,112 (completed!)
d) lots and lots of forest

15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
Cyclops
Cyclops is a mountainous frontier base. It was founded near an ancient monolith, and many of the U.N. Peacekeepers best archaeologists are at Cyclops to excavate and study this ancient society. Although Cyclops is not a very fertile settlement, plans for a condenser have been drawn up, and this will make it much more inhabitable. There are also an abundance of sea nutrients nearby, although fungus will have to be removed first, so utilising the extra resources is still in the preliminary planning stage.
Population: 5: 3 talents, 2 citizens (1 empath), 1 drone.
Facilities: Recycling Tanks, Children's Creche, Tree Farm.
Producing:
16 Nutrients (0 from crawlers) +6
12 Minerals (4 from crawlers) +11
13 Energy (0 from crawlers) +9
Ecological Damage: 0 .
Growth in: 6 Years.
Currently Building: Network Node (3 years to completion, may be rushed, will solve drone problems).
Base-specific goals
a) lots of forest

b) crawl the mine at 9,115 for minerals (done)
c) once enough forest is up to keep the workers busy, replace the solars at the solar+farm square of 8,114 with a condensor, to be crawled for nuts (voted down)
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
Espirito del Aqua
Espirito del Aqua is a newly built base in the southern Freshwater Sea. It provides an alternative to the recently
Population: 6: 1 talent, 4 citizens (3 empaths), 1 drone.
Facilities: Pressure Dome.
Producing:
16 Nutrients (0 from crawlers) +4
4 Minerals (0 from crawlers) +3
7 Energy (0 from crawlers) +6
Ecological Damage: 0
Growth in: 10 years.
Currently Building: Children's Creche (14 years till completion, will probably be rushed next year)
Base-specific goals
a) kelp farm+tidal harness most of the squares.
b) kelp farm+mining platform some of the squares, to provide a decent industrial capacity.
15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)
If you wish to live in Akiria, please state which base you would like to move too, and I will add you to that base.
Current Inhabitants:
Aurora:
Drogue: Founder and former governor of Akiria, currently on semi-hiatus.
Hercules: Major of Aurora and DPO.
Cedayon: Governor of Akiria
New Tassagrad:
Kirov: Major of New Tassagrad
Twin Peaks:
Cyclops:
Espirito del Aqua:
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