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  • The Chiron Chronicle- Admin 2

    This is the restart for the Administration thread; post here all of the stats; example:


    Avaliable Factions:

    Peacekeepers
    Morganites
    Free Drones
    Believers
    Hive ?
    Gaians ?
    Cyborgs ?

    [This message has been edited by DarkCloud (edited January 28, 2001).]
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

  • #2
    Spaceholder for new University Stats
    Updated March 4,2001

    University
    2180

    -Note: Population Increases are high because of this reason:
    1.)Cloning/Genetic Engineering
    However the other factions oppose this so it is hushed up.
    -Reproduction Rates

    University Base: (138,000) times 3 children per 2 people every 20 years *3 times 2140,60,80) [70,000*3]= 210,000
    210K [100K*3]=300K 300K [150K]=450K (Cloning Bonus (Not widespread but used) 175K people]

    So, if no emigration Universit Base= 600-625-650K people

    Head Academican Eustace Veran Clairvont-Clairveux (born 2000)
    Assistant Academican Lawrence Rawley VonClant-Reynolds (born 2021)
    Secretary of State Anastasia Louisia Zakharov-Baens (born 2028)
    Commander of Armed Forces Elijah Joseph McDowell-Hammn (born 2013)

    University Base City Manager Gregory George Gnu-Ghanst (born 2121)

    University Base- (590,000)
    Production:
    Pulse-R-Sentinel

    Defense:
    Pulse-R-Sentinel [1-9-1] Green
    Pulse-R-Sentinel [1-9-1] Green
    Resonance Sentinel [1-5-1] Veteran
    Resonance Sentinel [1-5-1] Veteran
    Resonance Sentinel [1-5-1] Veteran
    Militia [1-1-1] Trained +10%
    Militia [1-1-1] Trained +10%
    Artillery [3-1-1] Immobile
    (Nerve Gas Pods [Damage +2] To outfit up to 5 units) *Hidden*
    (Torture Bullets [explode in body, cause man to blow up *Damage +2 (confusion)] enough for 3 units *Hidden*

    Facilities:
    Headquarters [built 2100]
    Perimeter Defense
    Command Center
    Hologram Theatre
    Recycling Tanks
    Biology Lab
    Recreation Commons
    Network Node
    Hab Complex

    Notes:
    Xenophobes
    1.Disgruntled citizens (1,000) led by the wanted criminals Anastasius Koph-Powell and the now legendary Daniel Jakhobs-Howell
    2.University Supremisists (7,000) These citizens don't want the University to talk to any other faction
    Political Groups
    1.Cyborgs (5,500) These are Cyborg citizens in University territory for various reasons.
    2.Passifists (100,000) Against War and isolation
    3.Zakharovians (410,000) The current group in power, these people follow Zakharov's 12 points of a leader philosophy
    4.Data Angels (3,000) (See "Cyborgs")
    5.Anti-Cybordics (365,000) A majority of University Citizens are for the eradication of all Cyborgs within University boundaries and without.

    Outpost #1- (214,000)
    Production:
    Energy Bank

    Defense:
    Pulse-R-Sentinel [1-9-1] Green
    Plasma Sentinel [1-4-1] Veteran
    Resonance Sentinel [1-5-1] Green
    Resonance Sentinel [1-5-1] Green
    Militia [1-1-1] Trained +10%

    Facilities:
    Recycling Tanks
    Network Node
    Perimeter Defense
    Recycling Tanks
    Biology Lab
    Recreation Commons

    University Heights- (180,000)
    Production:
    Pulse Particle Rover [4-4-2]

    Defense:
    Plasma Sentinel [1-4-1]
    Plasma Sentinel [1-4-1]
    Militia [1-1-1] Trained +10%

    Facilities:
    Recycling Tanks
    Biology Lab
    Network Node
    Perimeter Defense
    Recycling Tanks
    Recreation Commons

    Techopolis- (115,000)
    Production:
    Pulse Particle Rover [4-4-2]

    Defense:
    Resonance Sentinel [1-5-1] Veteran
    Resonance Sentinel [1-5-1] Veteran
    Resonance Sentinel [1-5-1] Green
    Militia [1-1-1] Trained +10%

    Facilities:
    Recycling Tanks
    Perimeter Defense
    Recreation Commons

    Research Inspiration- (90,000)
    Production:
    Pulse Particle Rover [4-4-2]

    Defense:
    Pulse-R-Sentinel [1-9-1] Green
    Resonance Sentinel [1-5-1] Veteran
    Plasma Sentinel [1-4-1] Veteran
    Militia [1-1-1] Untrained

    Facilities:
    Recycling Tanks
    Network Node
    Recreation Commons

    -----

    Rocky Crag- (120,000)
    Production:
    Former

    Defense:
    Resonance Sentinel [1-5-1] Green
    Resonance Sentinel [1-5-1] Green
    Resonance Sentinel [1-5-1] Green
    Militia [1-1-1] Trained +10%

    Facilities:
    Recycling Tanks
    Network Node
    Children's Creche
    Perimeter Defense
    Biology Lab

    Memorial Caverns- (21,000)
    Production:
    ?

    Defense:
    Resonance Sentinel [1-5-1] Green
    Resonance Sentinel [1-5-1] Green
    Resonance Sentinel [1-5-1] Veteran
    Militia [1-1-1] Trained +10%
    Militia [1-1-1] Trained +10%

    Facilities:
    Recycling Tanks
    Children's Creche
    Biology Lab
    Network Node

    -------

    Offensive Units
    -4 Formers (3 in regular bases) (1 in hidden bases)
    -2 Probe Team (1 in hidden bases) (1 in regular bases)
    -5 Mindworm Boils [5-3-3]*In xenofungus [3-2-1]*Out of Xenofungus (controlled by University) (Scattered)
    -7 Mindworm Pre-Boils [2-2-3]*In xenofungus [1-1-1]*Out of xenofungus (controlled by University) (Scattered)
    -1 Pulse Particle Rover [4-4-2] (Patroling Sea)
    -2 Pulse Particle Rovers [4-4-2] (In University Base)
    -2 'Veteran' Particle Rover [4-1-2] (In University Base)
    -2 'Disciplined' Particle Rovers [4-1-2] (Near University Base)
    -2 'Green' Laser Rovers [2-1-2] (In University Base)
    -3 'Green' Partical Rovers [4-1-2] (In Techopolis)
    -2 'Disciplined; Laser Rovers [2-1-2] (In Research Inspiration)
    -3 'Formers' [1-1-1] (Scattered]
    -2 'Veteran' Particle Rovers [4-1-2] (In University Heights)
    -1 'Disciplined' Particle Rovers [4-1-2](In Outpost #1)
    -1 'Green' Particle Rover [4-1-2] (In Outpost #1)
    -3 'Disciplined' Particle Rovers [4-1-2] (In Memorial Caverns)
    -1 'Green' Particle Rovers [4-1-2] (Near Rocky Crag)
    -1 'Green' Scout Rover [1-1-2] (In Rocky Crag)

    Social Engineering
    40% Economy
    50% Tech
    10% Psych

    Public University Techs [17]: (0 tech points left over)
    Researching: (Secret)

    Adaptive Doctrine (Conquer 3) [Pulse Armor* Defense 3] (Gifted by Spartans?)
    Industrial Automation (Build 3) [Hab Complex, The Planetary Transit System, Wealth]

    Nonlinear Mathematics (Conquer 2) [Particle Impactor]
    Doctrine: Loyalty (Conquer 2) [Perimeter Defense, Command Nexus]
    High Energy Chemistry (Conquer 2) [Plasma Steel Armor, Nerve Gas Pods]
    Field Modulation (Conquer 2) [Resonance Lasers (1-5-1)]
    Planetary Networks (Discover 2) [Probe Team, Planned]]
    Polymorphic Software (Discover 2) [Heavy Artillery (Defensive in Cities)]
    Industrial Economics (Build 2) [Energy Bank, Free Market]

    Industrial Base (Build 1) [Synthmetal]
    Social Psych (Build 1) [Recreation Commons]
    Applied Physics (Conquer 1) [Laser]
    Biogenetics (Discover 1) [R-Tanks, The Human Genome]
    Information Networks (Discover 1) [Network Node]
    Doctrine: Mobility (Explore 1) [Speeder]
    Centauri Ecology (Explore 1) [Former]
    Progenitor Psych (Explore 1) [Aquafarm]

    Secret Univesity Techs [16]: (16 tech points to start) [0 left over]
    Researching:

    Silksteel Alloys (Build 4) [Silksteel Armor 1-4-1] (Discovered in a Unity Pod)

    Nonlinear Mathematics (Conquer 2) [Particle Impactor* Attack 4]
    Doctrine: Loyalty (Conquer 2) [Perimeter Defense, Command Nexus]
    High Energy Chemistry (Conquer 2) [Plasma Steel Armor, Nerve Gas Pods]
    Field Modulation (Conquer 2) [Resonance Lasers (1-5-1)]
    Planetary Networks (Discover 2) [Probe Team, Planned]
    Secrets of the Human Brain (Discover 2) [Hypnotic Trance]
    Ethical Calculus (Explore 2) [Childrens Creche]

    Industrial Base (Build 1) [Synthmetal]
    Social Psych (Build 1) [Recreation Commons]
    Applied Physics (Conquer 1) [Laser]
    Biogenetics (Discover 1) [R-Tanks, The Human Genome]
    Information Networks (Discover 1) [Network Node]
    Doctrine: Mobility (Explore 1) [Speeder]
    Centauri Ecology (Explore 1) [Former]
    Progenitor Psych (Explore 1) [Aquafarm]

    Government

    Government- Modified Democracy
    Elections every 10 years, the leader is elected by the Scientists and Military only, the
    regular people and immigrants have no say in the election.

    Economy- Free Market
    Taking a hint from the Morganites and wishing to be proserous, the University has decided
    to go Free Market

    Values- ?

    Formulas
    Every 40 (Game Month Days)-
    60% to tech- 4 tech pts.
    50% to tech- 3 tech pts.
    40% to tech- 2 tech pts.


    [This message has been edited by DarkCloud (edited January 28, 2001).]
    [This message has been edited by DarkCloud (edited March 04, 2001).]
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

    Comment


    • #3
      Here we go:



      for the actual game map file, go to: http://www.geocities.com/melottawa/CCMap.zip

      For rest of maps, go to http://www.geocities.com/melottawa/chiron.html

      -LordLMP
      [This message has been edited by [LordLMP] (edited January 22, 2001).]
      [This message has been edited by [LordLMP] (edited February 19, 2001).]

      Comment


      • #4
        with so many bases, crazy to try keep them all updated :P i'll just show the ones that get mentioned much in the story :P

        Government:

        Government: Democracy
        -theres no special title for the leader, just leader is okay... since Svensgaard rather keep his Captain title. There a Nautilus Council in place. three political parties exist. Nautilus Party(Svensgaard's), Merchant Party and the Privateer Party. Nautilus party keeps winning :P Svensgaard doesn't need to try to get voted, lots of people like him as leader.
        Economy: Green
        -mainly to in friendly terms with Planetmind, to annoy Morgan and as a requirement in the Chiron Alliance.

        Military:

        (note: all ships gets Marine Detachment as as they get tech, which they do have)

        existing designs:
        3-Res Garrions (Gatling, 3-Res, Fission, Police)
        Elite Msl Rover (Msl, Plasma, Fission, Trained)
        Gatling Marines (Gatling, Plasma, Fission, Amphibious)
        AAA Msl Foil (Msl, Plasma, Fission, AAA)
        AAA Msl Cruiser (Msl, Plasma, Fission, AAA)
        AAA Transport Cruiser (Transport, Plasma, Fission, AAA)
        Msl Interceptor (Msl, None, Fission, SAM)
        Probe Cruiser (Probe, None, Fission)
        Probe Team (Probe, none, Fission)

        Home Fleet (Sea of Pholus)
        5 AAA Msl Cruisers
        10 AAA Msl Foils
        2 Isle of the deep

        First Fleet (Sea of Unity)
        10 AAA Msl Cruisers
        15 AAA Msl Foils
        3 Isle of the Deep

        Second Fleet (Great Northern Sea)
        8 AAA Msl Cruisers
        10 AAA Msl Foils
        1 Isle of the Deep

        Third Fleet (Sea of Chiron)
        5 AAA Msl Cruisers
        15 AAA Msl Foils

        Fourth Fleet (north-west and north of East Continent)
        3 AAA Msl Cruisers
        8 AAA Msl Foils

        Fifth Fleet (Sea of Nessus)
        1 AAA Msl Cruiser
        5 AAA Msl Foils

        Marine Corps
        5 AAA Transport Cruisers
        20 Gatling Marines

        Nautilus Battle Dragons
        2 AAA Transport Cruisers
        10 Elite Msl Rovers

        Air Corps (patrolling around active areas)
        5 Msl Interceptors

        Intelligence/Security
        5 Probe Cruisers
        15 Probe Teams

        Non-Combat Units
        Sea Formers
        Supply Cruisers
        Merchant Cruisers
        Merchant Foils

        Defence Forces:
        most bases atleast have 2 3-Res Garrisons

        Technologies:

        will be a pain to list all the techs we have:

        Supply
        Marine Detachments
        AAA
        Cruiser
        Gatling Laser
        Missile Launcher
        Needlejet
        Fission Reactor
        Non-Lethal Methods
        3-Res Armor
        Plasma Armor
        Amphibious Pod

        [This message has been edited by [LordLMP] (edited January 25, 2001).]

        Comment


        • #5
          Spartan Federation

          Sparta Command (350,000): Building Air fleet
          Facilities:
          -The Weather Paradigm
          -The Command Nexus

          -Headquarters
          -Network Node
          -Command center
          -Recycling tanks
          -Recreation Commons
          -Perimeter Defense
          -AeroSpace Complex

          Defense:
          -4 Pulse garrisons (Elite)
          -5 Voluntary Citizen units *(1.1.1. Veteran)
          -Formers

          Survival Base (220,000): Building Air fleet
          Facilities:
          -Network Node
          -Recycling tanks
          -Command center
          -Perimeter Defense
          -AeroSpace Complex
          Defense:
          -3 Pulse garrisons (Elite)
          -Formers
          -3 Voluntary Citizen units *(1.1.1. Veteran)

          Commanders keep(170,000): Building Spartan fleet
          Facilities:
          -Network Node
          -Recycling tanks
          -Command center
          -Perimeter Defense
          Defense:
          -2 Pulse garrisons (Elite)
          -Formers
          -2 Voluntary Citizen units *(1.1.1. Veteran)

          War Outpost (ex U.N.High Comission, 65,000) :War Artillery
          Facilities:
          -Network Node
          -Recycling tanks
          -Command center
          -Perimeter Defense
          Defense:
          - Pulse Garrison (Elite)
          -2 Pulse Garrisons (Elite)
          -2 Voluntary Citizen unit*(1.1.1. Veteran)

          Centurion Cave (32,000):War Rover
          Facilities:
          -Command Center
          -Recycling tanks
          -Perimeter Defense
          Defense:
          -3 Pulse garrisons ( Elite)
          -4 Voluntary Citizen units *(1.1.1, Veteran)
          -War Artillery (Elite, right now a part of Main army)
          -Formers

          Janissary Rock (110,000 mostly ex-Hive slaves):Building Air fleet
          Facilities
          -Command Center
          -Network Node
          -Recreation Commons
          -Perimeter Defense
          -Recycling Tanks
          -AeroSpace Complex
          Defense:
          -2 Pulse Garrisons (Elite)
          -2 Voluntary Citizen unit*(1.1.1. Veteran)
          -Formers

          Fort Legion (45,000): Building Spartan fleet
          Facilities
          -Command Center
          -Perimeter Defense
          -Recycling Tanks
          -Perimeter Defense
          Defense:
          -3 Pulse Garrisons (Elite)
          -2 Voluntary citizens units *(1.1.1, Veteran)

          Militia Station (70,000): War rover
          Facilities
          -Command Center
          -Network Node
          -Recreation Commons
          -Perimeter defense
          -recycling tanks
          Defense
          -2 Pulse Garrisons (Elite)
          -2 Voluntary Citizen unit*(1.1.1. Veteran)
          -War Artillery (Elite, right now a part of Main army)

          Assassins Redoubt (92,000):Building Spartan fleet
          Facilities
          -Command Center
          -Network Node
          -Perimeter Defense
          -Recycling Tanks
          Defense
          2 Pulse Garrisons (Elite)
          -2 Voluntary Citizen units*(1.1.1. Elite)
          -1 War Artillery (Elite, right now a part of Main army)

          Defiance Freehold(57,000):War rover
          Facilities
          -Command Center
          -Recycling Tanks
          -Perimeter Defense
          -Recreation commons
          Defense
          -2 Pulse garrisons (Elite)
          -1 Pulse Garrison (Elite)
          -3 Voluntary Citizen units *(1.1.1. Elite)

          Ironholm(66,600):Missile Rover
          facilities
          -Command Center
          -Recycling Tanks
          -Recreation Commons
          -Perimeter Defence
          Defense
          -3 Pulse Garrisons (Elite)
          -3 Voluntary citizen Units*(Elite, 1.1.1)

          Hero´s Waypoint[30,000)Missile Rover
          facilities
          -Recycling tanks
          -Command Center
          -Perimeter Defense
          Defense
          -2 Pulse Garrison Units (Elite)
          -2 Voluntary Citizen unit*(Veteran, 1.1.1)

          Fort Superiority(57,000):Building Spartan fleet
          Facilities
          -Command Center
          -Perimeter Defense
          -Recycling Tanks
          -Recreation Commons
          Defense
          -2 Pulse Garrison Units (Elite)
          -2 Voluntary Citizen units*(Veteran,1.1.1)

          Blast Rifle Crag(44,000):War Artillery
          Facilities
          -Command Center
          -Network Node
          -Recycling Tanks
          -Perimeter Defense
          Defense
          -2 Pulse Garrison Units (Elite)
          -2 Voluntary Citizen Units*(Veteran, 1.1.1)

          Social Engineering:
          Labs 50%
          Economy 50%


          Government:

          Politics: Police State
          Big brother watches you.A Police state with a tight Hierarchic order, no voting. Only Santiago, The Junta and High ranking officers have power. Citizens may own land and property, but are under a strict control. Credits haven’t got much power in this society.

          Economics: Simple


          Values: Power
          All for the Military, and the Military for all.The ultimate Spartan dream.


          Discovered Tech:
          Doctrine: Mobility 1
          Industrial base 1
          Progenitor Psych 1
          Applied physics 1
          Centauri ecology 1
          Information networks 1
          Social Psych 1
          Biogenetics 1
          Nonlinear mathematics 2
          Field Modulation 2
          High Energy Chemistry 2
          Doctrine=Flexibility 2
          Secrets of the Human Brain 2
          Industrial economics 2
          Planetary Networks 2
          Polymorphic Software 2
          Doctrine=Loyalty 2
          Adaptive Doctrine 3
          Industrial Automation 3
          Advanced Military Algorithms 3
          Synthetic Fossil fuels 4
          Doctrine:Air Power 5

          ? points used
          ? point left

          Researching:Industrial Automation


          Techs=15
          Last Discovery=
          Next Discovery=

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

          Units:
          On the Blockade:
          Blockade Guardians
          - 4 War Rovers (Elite)
          - 3 Msl Rovers (Elite)
          - 3 Msl Rovers (Elite)
          -War artillery(Elite)

          In War Outpost:
          Southern Army
          -3 war Rovers (Elite)
          -2 AAA Rovers (Elite)
          -1 AAA Rover ( Ultra-Elite,ex-2nd Impact Rover, hero from the war against
          -1 XWar rover(Elite)
          -2 XWar Artillery(Elite, borrowed from the Main army)
          the Hive)

          In Janissary Rock( in the moment at War Outpost):
          Northern Army
          -1 XMsl Rovers (Elite)
          -2 XWar Rovers (Elite)

          In Fort Legion:
          Western Army
          -2 War Rovers (Elite)
          -3 Msl Rovers (Elite)


          In Sparta Command(Right now in War Outpost):
          Main Army
          -1 XSpecial Unit(Ultra Elite War Rover, +75% when in combat, Junta General Von Salzburg´s unit)
          -2 XWar Rovers (Elite)
          -2 XAAA Rovers (Elite
          -5 XMsl Rovers (Elite)
          -2 Xwar Artillery (Elite)
          The new addition to the main Army
          - 2 XWar rovers (Elite)
          - 1 XAAA rovers (Elite)

          the forces of the Culf of War
          - 2 XGatling infantry (Supernatural +100%, immune to fear)
          - 2 XAAA Gatling infantry(Supernatural)

          Fighting IoD´s with the expansion fleet:
          Scout fleet
          -2 Attack foils (Veteran)
          -1 Transport foil( Veteran)

          Fighting IoD´s:
          1st Spartan expansion fleet
          -5 Attack foils(Veteran)
          -4 War foils (Veteran)
          -1 Superior foil(veteran)
          -1 Superior foil(Elite)
          2nd Spartan expansion fleet
          In building


          In being built in all major bases:
          Spartan Airforces
          -2 needlejets(Veteran)
          -3 Interceptors( Elite)
          -2 Bombers (Elite)

          In Sparta Command:
          Spartan Federal Bureau of Intelligence
          Under the command of the Minister of Intelligence, Alexandro Demeneras.
          -2 Elite Probe Teams (Been in various covert operations in Free Drone, Hive and Spartan territory.)
          -2 Commando Probe teams (Mostly Counter-espionage missions)
          -Special, the ex-crew of Freighter Apollon(Commando,Spreading through PK territory)
          -Numerous "younger" probe teams.

          Ground unit Information
          Msl Rover=6.1.2, Deep Radar
          War Rover =6.3.2, Pulse Armor
          War Artillery=6,3,2, Pulse Armor, Heavy
          Artillery
          AAA Rover =6,3,2, Pulse Armor, AAA Tracking
          X Rover=6,-,2, Pulse Armor, Nerve gas
          Sea unit information
          Transport foil =0.3.4
          Attack Foil =6.1.4, Deep Radar
          War Foil =6.3.4 Marine Detachment
          Superior foil=6.3.4, AAA
          Air unit information
          Fighter =6.1.20
          Bomber =6.3.20, carrying a large amount of bombs(Special cases might have Nerve Gas)
          Interceptor = 6.1.20, Air Superiority

          *-When the base is attacked, the number of voluntary citizen units is doubled.

          Recent History

          02-02-2180- Santiago officially declares the isolationism over.
          02-05-2180- Re-Building of the Spartan Fleet.
          18/2-
          21/2-Building of the Spartan Airforces begins
          24/2-tension between PK´s and Spartans increase.
          26/2 industrial Automation ready.
          28/2 Bugs in I-Automation
          05/3 New Units ready
          06/3 Just one more step and the War is on.
          24/3 the war has been on for a while now. The Cult of War has joined the War and one hole has punched into the defense lines and Janissary Rock rebelled.


          [This message has been edited by Cyber (edited March 05, 2001).]
          [This message has been edited by Cyber (edited March 06, 2001).]
          [This message has been edited by Cyber (edited March 24, 2001).]
          [This message has been edited by Cyber (edited March 24, 2001).]

          Comment


          • #6
            Data Angels

            Data DeCentral:
            80,000
            Headquarters
            Site of Virtual World and Citizen's Defence Force

            Other land bases in order of founding:
            Roze Function
            Nettap Complex
            Coder's Pit
            Ferret's Lair
            Moonshadow
            Trojan Source
            Shadow Sprawl
            Newer Ciba City
            Safe House City

            Sea Bases in order of founding:
            Atlantisville
            Deep Sea Nine
            Googleplex
            Alphaville
            Garden of Fishes
            Tears in Rain
            Great Lagoon
            Sea Cradle
            Calypso Beat
            Conshelf 57

            Government: Democratic
            Economics: Green

            Armed Forces:
            Trained Impact Rovers : (4,2) High Morale
            Trained Impact Squad : (4,3) High Morale
            Impact Battery : (4,1)
            Plasma Garrison : (1,3)
            Impact Foil: (4,3) Marine Detachment

            Technologies:
            DOCTRINE : MOBILITY (E1)
            APPLIED PHYSICS (C1)
            INFORMATION NETWORKS (D1)
            PLANETARY NETWORKS (D2)
            INDUSTRIAL BASE (B1)
            HIGH ENERGY CHEMISTRY (C2)
            DOCTRINE : LOYALTY (C2)
            BIOGENETICS (D1)
            INTELLECTUAL INTEGRITY (E3)
            ADAPTIVE DOCTRINE (C3)
            CENTAURI ECOLOGY (E1)
            SOCIAL PSYCH (B1)
            NONLINEAR MATHEMATICS (C2)
            DOCTRINE : FLEXABILITY (E2)
            ETHICAL CALCULAS (E2)
            INDUSTRIAL ECONOMICS (B2)
            SECRETS OF THE HUMAN BRAIN (D2)
            CENTAURI EMPATHY (E3)
            POLYMORPHIC SOFTWARE (D2)
            SILKSTEEL ALLOYS
            CYBERETHICS
            INDUSTRIAL AUTOMATION
            ADVANCED MILITARY ALGORITHMS

            [This message has been edited by Argonaut (edited March 12, 2001).]
            -Argo

            "Work like you don't need money. Love like you've never been hurt. Dance like nobody's watching. Sing like nobody's listening."

            Comment


            • #7
              Cult status, has changed a bit as didn't know all base locations, SP's have moved etc..
              I decided to give each city a title, just for fun.

              [/b]Dawn of Planet (230,000):???[/b]
              HQ
              Childrens Chreche
              Command Centre
              Rec Tanks
              Perimeter Defense
              Rec Commons
              Net Node
              Biology Lab
              Research Hospital
              Aquafarm
              The Human Genome Project

              Virgin Planet (105,000): Research Hospital
              "XenoFlower Power" (I love it!, can be the Cult slogan)
              Childrens Creche
              Rec Tanks
              Rec Commons
              Net Node
              Bio Lab

              Locust Haven (80,000): Net Node
              "Pholus Highlands"
              Childrens Creche
              Rec Tanks
              Rec Commons
              Bio Lab
              The Xenoempathy Dome

              Chiron Stigmata (140,000): Probe team
              "Where it always rains"
              Perimeter Defence
              Childrens Creche
              Rec Tanks
              Rec Commons
              Net Node
              Bio Lab

              Trial by Fire (100,000): Rec Commons
              "Nice peacefull city by the shore"
              Childrens Chreche
              Rec Tanks
              Rec Commons
              Net Node
              Bio Lab

              Invictus (80,000): Bio Lab
              "Enemies of Cult get taken here to be put to productive use in the pit"
              Childrens Creche
              Rec Tanks
              Rec Commons
              Research Hospital
              Brood Pit (Prototype, prisoners get taken here)

              Spore Runner Sanctum (15,000): Synth Garrison
              "Restore the Unity Crashsite"
              Rec Tanks
              Biology Lab

              Deep isle shoals (30,000):Synth Garrison
              "Sealurk playground"
              Pressure Dome
              Biology Lab


              Defenses:
              Every developed base equiped with a minimum of:
              1 boil Spore Launcher
              1 mature boil or better spore launcher for coastal bases
              1 medium-life cycle Mindworms
              1 high-life cycle mindworms
              1 Synth Garrison

              All native life is highly mobile and there is many more mind worms in the fungus between bases, any mindworm in fungus incurs no support. Cult also has Xenoempathy dome which means any cult unit can move quickly through fungus, especially for defensive purposes.

              Cult territory terraforming consists of a few Farm+Condensors, some farm+ solar panels. Mines in moderation. Quite a lot of forest and lots of fungus. Cult has food bonus from fungus, allowing bases to be sustained from fungus alone, this feature is not in SMAX, but probably should be. Did I mention Cultland has lots of fungus? It does. Lots of fungus.

              The Cult Goverment:

              The Cult is a Green Police state. Everything is run by Cha Dawn and his children, they are elevated to godhood by the cult worshipers. Yep democracy is for wusses.
              Cha Dawn is the the big in charge guy, he is also a very powerfull empath and has a pet mind worm which is possibly the most powerfull on Chiron, Cha Dawn delights in leading his army into battle, very fool hardy behavour, but great for morale. No-one quite worked out how it happened but he has some sons, all of which ended up with empathic abilties:
              Quzer the oldest and is the head of foriegn affairs, he takes care of diplomacy and junk like that, stuff the cult really doesn't like to bother with.
              Cha Jr is the youngest (at about 10) and is um, Cha Dawns chief advisor. More or less the cha dawn you have grown to love in SMAX. Very powerfull empathic abilities. Very twisted and petty. Controls big nasty demon boil mind worm, kills for pleasure. Pissing off Cha Jr not good idea in Cult.
              I'll introduce the others as the story progresses.

              Military:
              Synth Garrison: 1-2t-1 About the only military unit cult uses
              Recon Rover: 2-1-2 The cult has a small number of these, mostly high morale from hunting worms. Also involved in some small early skirmishes with Miriam's forces.

              Mindworms: lots of mind worms. Mostly hdden in fungus in and around cult territory, altough not exactly hidden, they are mostly trolling and sparring with other worms.

              Spore Launchers: The Cult has a lot of these too. Any invader would get a nasty corrosive rain. If you look at the smax tech tree you notice sporofic gas comes with the tech to train spore launchers. This would suggest any unit being bombarded by spore launchers should suffer a fairly sharp drop in morale, and a small reduction in health.

              IoD's, hidden in fungus around Cult mainland. Compared to SMAX Map of planet there is a lot more fungus in the cult oceans, extending one or two squares out on the west coast, on the east coast there is also some kelp farms and tidal harnass's, out from each coastal city.

              Sea Lurks: psi,psi,4,Submarine There is a sea lurk a lurking outside every cult coastal city. Also some are scattered in the oceans of Chiron, particullary off the west coast, they are basically indectable, and don't look any different to wild sea lurks.

              Formers: Lots of formers, the Cult has ecological engineering and is using it, the majority of formers are engaged in restoring the unity crashsite.

              Sea Formers: A couple on western coast are busy planting fungus. A couple on eastern coast planting fungus and constructing kelp+tidal.


              Technology

              Centauri Ecology
              Social pysch
              Biogenetics
              Ethical Calculus
              Secrets of the Brain
              Centauri Empathy
              Gene Splicing
              Ecological Engineering
              Centauri Meditation
              Industrial Base
              Doctrine: Mobility
              Applied Physics
              Information Networks
              Planetary Networks
              Doctrine: Loyalty

              Researching: ???
              [This message has been edited by Blake (edited February 21, 2001).]

              Comment


              • #8
                Instead of using the old formula for techs, please use this much simpler one from now on:


                Formulas

                Every 40 Days (Game Month)-
                60% to tech- 4 tech pts.
                50% to tech- 3 tech pts.
                40% to tech- 2 tech pts.
                -->Visit CGN!
                -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

                Comment


                • #9
                  Co-ords of Bases, Special interests and smax landmarks:

                  Pirates:

                  -Sea Bases

                  Safe Haven 31, 71 (Middle of Pholus Sea)
                  Port Svensgaard 32, 86 (South of Pholus Sea)
                  Provision Point 26, 50 (Mid-North of Pholus Sea)
                  The Anchorage 29, 29 (Far North of Pholus Sea)
                  Privateer Quay 65, 77 (West of Unity Sea)
                  Parrot Landing 70, 84 (North of Geothermal Shallows)
                  Crow's Nest 75, 91 (East of Geothermal Shallows)
                  Meergard 69, 95 (South-West of Geothermal Shallows)
                  Storm's Lee 82, 104 (North-West of Cape Storm)
                  Cutless Cay 80, 80 (South-East of Unity Sea)
                  Frigate Base 75, 71 (Middle of Unity Sea)
                  Barbary Coast 58, 96 (North-West of Mount Planet)
                  Nessus Base 44, 118 (Middle of Nessus Sea)
                  Eurytion Base 80, 24 (North-West of Eurytion Bay)
                  Pennant Shoals 59, 17 (North of New Sargasso)
                  Sextant Cove 46, 16 (North of Uranium Flats)
                  Dry Dock 21, 15 (Middle of Great Northern Ocean)
                  Capetown 127, 17 (West of Great Northern Ocean)
                  Point Blood 127, 45 (Middle of Chiron Sea)
                  Lorcha Roads 7, 67 (just South-East of Great Marine Rift)
                  Drake Landing 0, 80 (Far South of Chiron Sea)
                  Skeleton Key 117, 87 (North-East of Mnesimache Sea)

                  -Bases

                  Deadman Tavern 55, 83 (Middle of Prometheus Straits)
                  Sailor's Delight 63, 85 (East of Prometheus Straits)
                  Landlubber Inn 48, 84 (West of Prometheus Straits)
                  Marque City 35, 15 (Pirate Island)
                  Pirate's Siege 38, 12 (Pirate Island)
                  Drunktown 34, 10 (Pirate Island)

                  Spartans:

                  -Bases

                  Sparta Command 112, 40 (Middle of Sunny Mesa)
                  Commander's Keep 118, 36
                  Jannissary Rock 111, 31 (South of Upland Wastes)
                  Centurion Cave 102, 34 (South-East of Borehole Cluster)
                  Fort Legion 101, 43
                  Militia Station 115, 47
                  Survival Base 109, 49
                  Assassin's Redoubt 119, 55
                  War Outpost 110, 60
                  Defiance Freehold 103, 55
                  Ironholm 108, 54
                  Hero's Waypoint 107, 43
                  Fort Superioty 107, 35
                  Blast Rifle Crag 116, 28

                  Peacekeepers:

                  -Bases

                  U.N. Headquarters 114, 104 (PK Island)
                  U.N. Social Council 116, 108 (PK Island)
                  U.N. Equality Village 111, 107 (PK Island)
                  U.N. Planetary Trust 114, 112 (PK Island)
                  U.N. Amnesty Town 120, 114 (PK Island)
                  U.N. Enforcement Base (Old HQ) 111, 75 (South of Great Dunes)
                  U.N. Criminal Tribunal 116, 78 (South-East of Great Dunes)
                  U.N. Aid Station 107, 79 (South of Great Dunes)
                  U.N. Humanity Base 99, 77 (Near Planetneck)
                  U.N. Disaster Relief 100, 72 (Near Planetneck)
                  U.N. Data Acquisition 103, 65 (West of Great Dunes)
                  U.N. Court of Justice 115, 71 (East of Great Dunes)
                  U.N. Haven City 113, 65 (North-East of Great Dunes)

                  -Sea Bases

                  U.N. Sea Habitat 86, 112 (just South-East of Cape Storm)
                  U.N. Independence 89, 121 (South of Cape Storm)
                  U.N. Port Freedom 100, 116 (South of Mnesimache Sea)
                  U.N. Marine Agency 103, 103 (Middle of Mnesimache Sea)
                  U.N. Pearl Harbor 97, 87 (North-West of Mnesimache Sea)
                  U.N. Coast Guard 107, 87 (North of Mnesimache Sea)
                  U.N. SeaQuest 112, 96 (North of PK Island)
                  U.N. Peace Anchorage 123, 101 (North-East of PK Island)
                  U.N. Port Refuge 125, 119 (South-East of PK Island)
                  U.N. Ocean Authourity 112, 120 (South-West of PK Island)

                  Free Drones:

                  -Bases

                  Free Drone Central 92, 30
                  Freedman's Park 93, 25
                  Hall of Industry 89, 23
                  Labor Network 96, 22
                  Miner's Freehold 99, 29 (Middle of Borehole Cluster)
                  Freedom's Foundry 101, 25
                  Common Ground 101, 27
                  Smokestack Hill 95, 35
                  Liberty Plant 90, 34
                  Anvil of Man 92, 40
                  Hammer and Tongs 95, 43

                  -Seabases

                  Seawork Caverns 86, 28

                  Hive:

                  -Bases

                  The Hive 96, 66
                  Unity Lair 94, 72
                  The Colony 89, 69
                  The Leader's Horde 89, 65 (Monsoon Jungle)
                  People's Endeavor 84, 64 (Monsoon Jungle)
                  Sheng-ji Yang Base 82, 58 (Monsoon Jungle)
                  Communal Nexus 87, 57 (Monsoon Jungle)
                  Hive Swarm 80, 52 (Monsoon Jungle)
                  Hole of Aspiration 93, 59
                  Huddling of People 99, 57
                  Laborer's Throng 97, 49
                  Society Grid 93, 53
                  Social Engineering Den 88, 52
                  Fecundity Tower 91, 47
                  Paridise Swarming 84, 46
                  Chairman's Burrow 82, 40
                  Deep Passages 90, 76
                  Factory Maze 92, 80
                  Discipline Tubes 87, 83
                  Great Clustering 90, 88
                  Worker's Nest 86, 92
                  Unification Cavern 87, 99

                  Cyborgs:

                  -Bases

                  Alpha Prime 45, 75
                  Tau Collective 38, 76
                  Iota Station 41, 79
                  Omega Terminus 41, 69
                  Rho Yards 36, 72
                  Gamma Heights 45, 67 (West of Garland Crater)
                  Sigma Complex 42, 62
                  Psi Consensus 37, 65
                  Epsilon Center 49, 65 (Middle of Garland Crater)
                  Eta Crossroads 49, 71 (South of Garland Crater)
                  Port Beta 54, 68 (East of Garland Crater)
                  Inspiration Point 59, 65 (South-East of Manifold Nexus, Ex-Univ Base)
                  Pi Complex 64, 66 (South of Manifold Nexus)

                  University:

                  -Bases

                  University Base 54, 58
                  Library of Planet 57, 61
                  Techopolis 58, 56
                  Cosmograd 50, 56
                  University Heights 52, 62 (North-East of Garland Crater)
                  Research Inspiration 63, 57 (North of Manifold Nexus)
                  Outpost #1 67, 59 (East of Manifold Nexus)
                  Zarya-Sunrise 71, 65
                  Mir Lab 65, 53
                  Baikonur 64, 46
                  Monitoring Station 60, 48
                  Rocky Crag 54, 72 (mostly underground in mountain)
                  Memorial Caverns 53, 75 (mostly underground in mountain)

                  Data Angels:

                  -Bases

                  Data DeCentral 60, 42
                  Roze Function 54, 40
                  Googleplex 56, 36
                  Alphaville 52, 34
                  Safe House City 50, 38
                  Nettap Complex 50, 44
                  Newer Ciba City 52, 48
                  Trojan Source 47, 53
                  Moonshadow 47, 47
                  Ferrett's Lair 43, 49
                  Coder's Pit 45, 43
                  Shadow Sprawl 45, 37

                  -Seabases

                  Atlantisville 74, 54
                  Deep Sea Nine 77, 45
                  Conshelf 57 68, 42
                  Calypso Beat 72, 34
                  Garden of Fishes 64, 36 (New Sargasso)
                  Tears in Rain 66, 28 (New Sargasso)
                  Great Lagoon 60, 30 (New Sargasso)
                  Sea Craddle 53, 29

                  Morgan Industries:

                  -Bases

                  Morgan Industries 36, 58
                  Morgan Trade Center 44, 58
                  Morgan Entertainment 41, 53
                  Morgan Processing 35, 51
                  Morgan Transport 31, 47
                  Morgan Bank 40, 46
                  Morgan Distribution 35, 41
                  Morgan Mines 40, 38 (Uranium Flats)
                  Morgan Solarfex 36, 36 (Uranium Flats)
                  Morgan Energy Monopoly 36, 30 (Uranium Flats)
                  Morgan Antimatter 42, 32 (Uranium Flats)
                  Morgan Aerodynamics 47, 33 (East of Uranium Flats)

                  Gaians:

                  -Bases

                  Gaia's Landing 9, 41
                  Gaia's High Garden 8, 34
                  Thorny Vineyard 5, 29
                  Chiron Preserve 10, 26
                  Song of Planet 14, 32 (Middle of The Ruins)
                  Garden Paridise 21, 25
                  Blackroot Palace 22, 34
                  Greenhouse Gate 21, 39
                  Children of Earth 15, 39
                  Forest Primeval 19, 43
                  Lily of the Valley 15, 45
                  Silverbird Park 10, 46
                  Razorbeak Wood 11, 51
                  Vale of Winds 18, 50

                  Cult:

                  -Bases

                  Dawn of Planet 24, 62
                  Locust Haven 16, 64 (Middle of Pholus Ridge)
                  Chiron Stigmata 13, 59 (North-West of Pholus Ridge)
                  Worm's Lair 13, 73 (Southern edge of Pholus Ridge)
                  Invictus 13, 79 (between Pholus Ridge and Unity Wreckage)
                  Trial By Fire 20, 68 (East of Pholus Ridge)
                  Virgin Planet 19, 59
                  (New Base coming up 2180) 13, 85 (Just north of Unity Wreckage)

                  -Sea Bases

                  Deep Isle Shoals 6, 76 (south of Great Marine Rift, hidden in Fungus)

                  Believers:

                  -Bases

                  New Jerusalem 23, 111
                  Noah's Rainbow 22, 116
                  The Lord's Chosen 16, 116
                  Sanctity Base 13, 119
                  New Eden 9, 117
                  The Coming of the Lord 12, 112
                  Godwinson's Hope 15, 109
                  Time of Salvation 7, 109
                  Great Conclave 11, 105
                  Judgement Seat 10, 98
                  Great Zion 3, 103
                  Redemption Base 6, 94
                  Far Jericho 13, 93
                  The Lord's Mercy 20, 90
                  The Lord's Truth 24, 94
                  Blessed Saviour 23, 99
                  The Voice of God 21, 105
                  The Lord's Grace 27, 105
                  House of Martyrs 30, 110
                  Throne of God 34, 106
                  Valley of the Faithful 31, 101
                  Divinity Base 29, 97
                  Hallowed Ground 35, 99
                  Terrible Swift Sword 41, 101
                  The Lord's Gift 41, 93

                  Other:

                  Planetary Council Base 65, 89 (Neutral base, where the Planetary Council is)
                  Prison Island 8, 12 (where pirates dump their prisoners, island not part of original map)
                  Borehole Cluster 98, 30 (Add-on/Corssfire Landmark)
                  Manifold Nexus 63, 61 (Crossfire Landmark)
                  Fossil Field Ridge 120, 66 (Crossfire Landmark, mineral bonus)
                  Unity Wreckage 12, 88 (north west of Freshwater Sea)

                  Comment


                  • #10
                    Nice Work LMP, but is anyone still here?
                    Christantine will be gone for another 2 days...
                    -->Visit CGN!
                    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

                    Comment


                    • #11
                      Don't know. if they don't show/want/whatever continue it, oh well. well simply run the whole thing ourselves :P not going to simply let it die. I have maybe ideas how it should continue, but rather have the players write their chosen factions. can also allow bit more freedom, like writing for NPS factions and sub-stuff into other player run factions. People can even write a whole story of one perticuliar event if they so wish. still want Chiron Chronicles interactive. More fun when you have the unknown events/moves of players mix in the story to evolve yours with.

                      -LordLMP

                      Comment


                      • #12
                        Whoops, looks like I caused a bit of an argument.
                        OK, here's the rundown. I decided Aki Zeta-5 should have empathic abilities, and there was a bit of opposition.
                        Why shouldn't Cyborgs be able to be empaths? Their implants don't deprive them of the power of speech, so I don't see that they should deprive them of empathic abilities. Plus, the Cyborgs deal with their own hive mind on a daily basis, so it should be good training for confronting the Planetmind.
                        Also, I didn't think joining this thread would be so difficult. There's so much admin to be done. I thought we were just writing a collective story, not describing the entire universe!
                        Anyway, that's my 2p.
                        "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

                        Comment


                        • #13
                          Some people went overboard... It only took me about 30 minutes to get all of my work done\ so it would probably be best to follow my example...

                          Thank you for coming back!
                          -->Visit CGN!
                          -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

                          Comment


                          • #14
                            Don't really have to the Admin stuff, but atleast update your factions status/info and clarify somethings and details, so others can write that may involve the cyborgs.

                            Anyway, i updated map and available for dl just have to go up the thread right after University.
                            So i was day late :/ needed sleep and geocity site to slow :/ also had others thing i needed to do for other committments.

                            -LordLMP

                            Comment


                            • #15
                              Note: I don't play Peacekeepers, just have do when needed and to give spartans someone to fight with.

                              PEACEKEEPER CONTINENTAL FORCES:

                              Intercepting Units:
                              2 Msl Rovers (Veteran)
                              3 Msl Rovers (Hardened)
                              would intercept any enemy units that break through the lines

                              Frontal Units:
                              5 Plasma Rovers (Veteran to Commando)
                              10 Msl Rovers (Hardened to Commando)
                              5 Msl Artillery (Veteran to Commando)
                              they will take the brunt of the fighting. artillery provides support

                              Defensive Units:
                              15 Gatling Squads (Veteran to Commando)
                              6 Msl Artillery (Hardened to Veteran)
                              splitted in three groups. first at the defence lines around U.N. Haven City, second at defence lines around U.N. Data Acquisition and third at the defence lines northern parts of the great dunes. They in Bunkers with Sensor Arrays and there is sensors surrounding them aswell. They will fight to the last man. Defence Lines isn't part of the Front Lines/borders

                              Reserve Units:
                              5 Assault Rovers (Elite)
                              5 Gas Msl Artillery (Veteran)
                              currently situated and hidden at various bunker/sensor positions in the dunes. they are unknown to Spartans, even Lal :P they will join in the battle when it is needed

                              Air Units:
                              4 Msl Interceptors (Hardened to Veteran)
                              3 Msl Needlejets (Veteran)
                              [i]Interceptors will intercept any air units and the Needlejets will attack any units that gets through the Front Lines.


                              Garrison Units:
                              2-3 Plasma Garrisons per base

                              Probe Units:
                              3 Probe Teams (Commandos)
                              2 Probe Team (Elite)
                              various places

                              UNIT SPECS:

                              Msl Rover (Msl/None/Fission) Note: Some are equipped with Deep Radars
                              Plasma Rover (Msl/Plasma/Fission) Note: Some are equipped with AAA
                              Msl Artillery (Msl/Synth/Fission) Note: the Mk2s are equiped with SAM
                              Assault Rover (Msl/Plasma/Fission/Soporific Gas Pods)
                              Gas Msl Artillery (Msl/Synth/Fission/Soporific Gas Pods)
                              Gatling Squad (Gatling/Plasma/Fission/ECM)
                              Plasma Garrison (Laser/Plasma/Fission/ECM)
                              [This message has been edited by [LordLMP] (edited February 27, 2001).]

                              Comment

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