[The Kingdoms] RP story building - All builders welcomed!

Discussion in 'Screenshots' started by SivCorp, Feb 12, 2016.

  1. SivCorp

    SivCorp Spaceman Spiff

    THE KINGDOMS WILL BE RESTARTING AT 1.0!

    The-KingdomsLogo3.png

    Welcome to The Kingdoms RP!

    Do you have the skill to grow your ragtag little band into a sector wide kingdom for the ages? Grow your citizen base, enhance your technologies, expand your influence, build great cities of commerce and defeat your rivals by outproducing them. You determine your citizens fate, and the legacy you will leave.

    This series can be joined by anyone whom wishes to participate. It is a single player(not in a server), ingame and forum linked RP game using the starbound universe and some mods (though mods are not necessary). If you wish to participate, claim your starting sector by posting here with the coordinates, and then make a post with the tag [The Kingdoms] so we can follow your progress. Post lots of pictures, stories about your citizens, Form alliances, make trade partners, sabotage rivals, and ultimately grow your civilization!


    All standard RP rules apply, along with the following...​


    Nothing in a town may be simply spawned, it must be created or traded for. When starting out, basics need to be covered asap. The town will grow as more people generate (via colony deeds), needing more services and buildings as it grows. The quality of buildings will also improve, as more resources become available.
    5 city size levels.
    - hamlet - starter
    - village - developing (20 citizens)
    - town - lvl 2 tech and port developed (50 citizens)
    - city - lvl 3 tech and shipyard ( 100 citizens)
    - metropolis - bigger and bigger...

    Once a town reaches steel grade, a government can be formed. This gives you the ability to generate taxes (admin money), create civilization bonuses (expanding citizens skills), make fleets, and colonize past the starting planet. Make sure to build a port for your ship!

    Tech level will be determined per town via crafting benches available to that town and available ports/shipyards.
    3 tech levels.
    - 1 wood, coal fuels, iron tools (workbench, furnace and anvil techs)
    - 2 steel, bio fuels, steel tools - port available (steel workbench, alloy furnace, metalwork station)
    - 3 durasteel, radiated fuels, max tools - shipyard available (Replicator, Atomic Furnace, Specialists tables)
    --- Even higher tech levels can exist, but must be discovered ;)

    Recommended towns will include the following...
    1- housing for residents
    2- raw material sources (lumber camps, mines, ect)
    3- food sources (farms, kitchens, water collection, ect)
    4- shops/crafting areas (manufacturing, clothing, ect)
    5- sanitation system (outhouses, toilets, showers, sewers, ect)
    6- defense buildings (walls, towers, gates, barracks, armory, ect)
    7- storage and shipping (landing pad, storage bays, sorting bays, ect)

    Larger towns will include...
    8- enhanced buildings (power systems, multiple landing pads, interior transport systems)
    9- additional buildings (gathering places, gardens, recreational areas, religious buildings, science buildings)

    Towns will be graded on an image matrix...
    1- +/- (1-3) food levels (starvation vs plenty)
    2- +/- (1-5) Health - sanitation and food diversity (protein, grains, fruits, vegetables, specialties, and sources of water/oil)
    3- +/- (1-5) housing levels (crowding vs spacious and quality)
    4- +/- (1-5) moral (clothed, recreation, aesthetics)
    5- +/- (1-3) employment (unemployment vs demand)
    6- (0-5) town advancement (tech level, building variety, ports)

    A strong positive score will encourage higher level trade, stronger citizen attraction/retention, and better fighting moral.
    A strong negative score will cause citizen discontent, less fighting moral, and eventual rebellion/abandonment.


    Your citizens are key to your growth, so here is what you need to cover...

    Citizen needs - Food, Housing, Clothing, tools, health, safety

    Food ---
    Each citizen will need the following to survive...
    - 10 food sources per person (planted crops) or 5 meals (crafted food items)
    - 2 water per person or other liquid (coconut milk, oil, ect.)
    Housing ---
    Acceptable housing will include the following...
    1- sealed space (walls, backwall)
    2- Light source
    3- Access point (door)
    4- Furniture (bed, dresser/chest, chair, table)
    5- Systems (air if in airless environment, heat/cool for balanced temp)
    Clothing ---
    Your citizens need clothing for moral and decency...
    - 3 sets of clothing per person stored in their house
    Tools ---
    Citizens need tools to do their work...
    - 1 tool per citizen per job.
    Health ---
    Health is determined by diet, sanitation and environment...
    - +- for plumbing, clean air/water, and diet
    Diet food types - Protein, grain, fruit, veg, unique. Max all in a diet to get a health benefit.
    Safety ---
    Your citizens need protected from hazards and wildlife...
    - +- for guard towers, walls, guards, personal weapons, and other security measures.



    Recommended distribution of labor with tech levels-

    Level 1 -

    Farmers - 1 farmer per 30 crops [[needs hoe, watercan, seeds]]
    cooks - 1 cook generates 10 meals Meals count for double food. (5 meals per citizen, efficient!) [[needs foods for meals, cooktop, fridge storage]]

    Lumberjack - 1 axeman per 30 trees [[needs hoe, saplings]]
    Carpenter - 1 carpenter processes 1000 wood [[needs workbench]]

    Miner - 1 miner generates 50 ore [[needs hoe/pickax/drill, mineshaft area, crates]]
    Smelter - 1 smelter generates 40 bars [[needs furnace, waterbarrel, crates]]

    Clothier - 1 seamstress generates 3 garments [[needs plant material/fabric, spinning wheel]]

    Manufacturing - 1 worker generates 5 tools/items/furniture/ect. [[needs workbench, raw materials, workspace]]


    Level 2 -

    Farmers - 1 farmer per 30 crops [[needs hoe, watercan, seeds]]
    cooks - 1 cook generates 20 meals Meals count for double food. [[needs foods for meals, cooktop, fridge storage]]

    Lumberjack - 1 axeman per 30 trees [[needs hoe, saplings]]
    Carpenter - 1 carpenter processes 1500 wood [[needs workbench]]

    Miner - 1 miner generates 80 ore [[needs hoe/pickax/drill, mineshaft area, crates]]
    Smelter - 1 smelter generates 50 bars [[needs furnace, waterbarrel, crates]]

    Clothier - 1 seamstress generates 5 garments [[needs plant material/fabric, spinning wheel]]

    Manufacturing - 1 worker generates 10 tools/items/furniture/ect. [[needs workbench, raw materials, workspace]]


    Level 3 -

    Farmers - 1 farmer per 40 crops [[needs hoe, watercan, seeds]]
    cooks - 1 cook generates 30 meals Meals count for double food. [[needs foods for meals, cooktop, fridge storage]]
    food bonus - 1 extra citizen per 300 stored food

    Lumberjack - 1 axeman per 40 trees [[needs hoe, saplings]]
    Carpenter - 1 carpenter processes 2000 wood [[needs workbench]]

    Miner - 1 miner generates 100 ore [[needs hoe/pickax/drill, mineshaft area, crates]]
    Smelter - 1 smelter generates 60 bars [[needs furnace, waterbarrel, crates]]

    Clothier - 1 seamstress generates 8 garments [[needs plant material/fabric, spinning wheel]]

    Manufacturing - 1 worker generates 20 tools/items/furniture/ect. [[needs workbench, raw materials, workspace]]
    ship bonus - can now build ships and ports for trade.


    -- Current territories --

    (X,Y) - Name

    ( unknown ) The Aldermin Expanse - Kyohis Pirates
    X: -57359736 , y: -497212338 Zeces Nest system - Harker's Berzerkers
    x: 248, y: 19 - Ragnarok Cradle - Fort Ragnarok​
    X: 975262876 Y: -236264090 - Celaeno Mass VII - Bustowia

    -- Current Kingdom Summary --​


    Kyohis (SivCorp)
    - 30 population, +10.2 kingdom score
    - Tech level - Steel building materials, basic power generation, basic sanitation, electricity, Erchius fuel
    - Systems owned - 1.2
    - Fleet strength - 1 original transport, 1 armored transport, 1 Bullfrog Mech dropship (4x lvl 1 mechs )

    Fort Ragnarok (TheFloranChef)
    - 30 population, +12.5 kingdom score
    - Tech level - Building Materials: bricks, concrete, iron, copper. Fuel: coal. Basic sanitation
    - Systems owned - 1.? (Secret base)
    - Fleet strength - 1 original transport

    Zeces Nest (Ralij) -outdated-
    - 4 population
    - Tech level - Building Materials: bricks, iron, copper. Fuel: coal.
    - Systems owned - 1
    - Fleet strength - 1 original transport

    Kasali's Clan (moremuffin) -outdated-

    - 5 population, +2.8 kingdom score
    - Tech level - Building Materials: Canvas/Graphene, iron, copper. Fuel: coal. Basic sanitation
    - Systems owned - 1
    - Fleet strength - 1 original transport

    New Terra (Pedro Falcao) -outdated-
    - 3 population, -1.15 kingdom score
    - Tech level - Building Materials: wood, iron, copper. Fuel: coal.
    - Systems owned - 1
    - Fleet strength - 1 original transport

    Bustowia (The Squid)
    - 6 population, +2.1 kingdom score
    - Tech level - Building Materials: wood, thatch Fuel: coal. Basic sanitation
    - Systems owned - 1
    - Fleet strength - 1 original transport

    Valiant (Kirumaru)
    - 2 population, -3 kingdom score
    - Tech level - Building Materials: wood, stone, cloth. Fuel: coal.
    - Systems owned - 1
    - Fleet strength - 0

    Last Updated: April 13, 2016
    -- Current Players --

    SivCorp - Hylotl Kyohis pirates
    Ralij - Harker's Berzerkers
    moremuffin - Kasali's Clan
    TheFloranChef - Fort Ragnarok
    Pedro Falcao - NewTerra
    The Squid - Bustowia
    Kirumaru - Rise of the Valiant

    The-KingdomsTag.png
    News feed -
    First Census taken - Track your progress and strive for the stars!
    Seventh player added - Bustow Gurrilla - Apex
    Sixth player added - Edge Valiant - human survivor
    Fifth Player added - Violet - New Terra
    Forth Player added - Burst O'mega - Fort Ragnarok
    Third Player added - Kasali's Clan - Avali civilization
    Second Player added - Ralij - Harker's Berzerkers
    First player added - SivCorp - Hylotl Kyohis Pirates
    Launched Sector game - Claim your spots and get a jump on your civilizations!


    Blocks and building items -
    Hull Plating Blocks. It's old, but still works. Adds many ship parts and blocks, including thrusters!
    Blocktable Plus . A single workbench that lets you craft most all the blocks in-game. No need to raid dungeons for building material.
    greeebles mod. Adds additional blocks for the additional ore tiers.
    Castlevania Furniture - furniture, from Castlevania

    Mega Mods -
    Frakin Universe. Planets, power, bees, drinks, all kinds of stuff in this one. A must for diverse planets, seeds, crafting and science.

    Automation -
    Automatic Irrigator. Water your crops automatically with this tank and pipe system.
    gardenbot mod. Use farming mechs instead of citizens.
    steambound mod. Fuel based machines that mine, collect and transport liquid, and organizes all your stuff.
    Item Broadcastor system. Another organization system that moves items from a central chest to other chests in your system.

    Additionals -
    xsmech mod. Mech vehicles to purchase from the outpost. Some are quite deadly!
    Extra Zoom Levels - to get larger screenshots.

    Race mods -
    ODB2 Character Creation Mod - An updated GUI needed to play additional races.
    Avali. "Nomadic Space Raptors" originating from cold worlds with a focus on sound. Unique anatomy, not compatible with standard gear.
    Avikan. "Nomadic Desert Reptilians" originating from the desert planet of Kadavan, now roam in massive fleets. Unique anatomy, not compatible with standard gear.
    Peglaci. "Advanced Apex Peacekeepers" originating on cold worlds, enlightened by the ancients.
    Ningen Race Mod - Edited Humans, new hairstyles


     
    Last edited: Jul 19, 2016
  2. Lintton

    Lintton Master Astronaut

    Wait, what? You say it's single player, but iirc only players wield watering cans....

    It sounds kinda fun though, but I'm with my own stuf atm.
     
    Last edited: Feb 12, 2016
  3. SivCorp

    SivCorp Spaceman Spiff

    Single player as in not on a server or anything. The player does all the collection and building, and just uses tenants to populate the worlds.
     
  4. Ralij

    Ralij Industrial Terraformer

    Do we need to start from scratch for this or just add the tag? I'm definitely in, one way or the other.
     
  5. SivCorp

    SivCorp Spaceman Spiff

    Probably best to start from scratch, but I don't think it should be a requirement. However, everyone starts at the first tech level and can advance from there.
     
  6. moremuffin

    moremuffin Scruffy Nerf-Herder

    I am curious if using 2 different characters on the one colony would be a violation of your ruleset or not. I've been playing around with the concept of a Human/Avali colony lately trying to decide what it would look like.
     
  7. SivCorp

    SivCorp Spaceman Spiff

    You can use as many characters as you want!
    It is only the colonies themselves that are somewhat regulated. You can play as a worker, leader, captain, citizen, whatever. Or all of them. Just provide the necessary resources and tools to make it believable. The whole purpose of The Kingdoms, is to build with purpose and direction.... something that Starbound currently lacks. This RP fills that niche. And it's a fun challenge :)
     
    TheFloranChef and The Squid like this.
  8. The Squid

    The Squid Master Astronaut

    This looks really fun. I'm not a really great builder, but I think I'm gonna try this.
     
    TheFloranChef, Ralij and SivCorp like this.
  9. The Squid

    The Squid Master Astronaut

    Question: if we find objects above our tech level on the planet we're building on, can we use them?
     
  10. SivCorp

    SivCorp Spaceman Spiff

    Sure, though I would work it into your story about being a discovery. And also remember, just finding something does not mean you have developed the knowledge of how to use it... But yeah, I do the same things, my series is struggling because I can't find a sewer biome to get my sanitation going. That and I need to find some refrigerators soon.
     
  11. moremuffin

    moremuffin Scruffy Nerf-Herder

    For the time being, if you have a snow planet in your general vicinity you could likely raid that for some ice blocks to build an ice house for your perishable food.
     
  12. The Squid

    The Squid Master Astronaut

    I just meant like steel chairs and barrels and stuff (I found an abandoned mine as well). Although those steel chairs are pretty hard to use irl...
     
  13. SivCorp

    SivCorp Spaceman Spiff

    Yeah, blocks and stuff can be used for whatever. Just make it cohesive. Your builds should make sense for what they do.

    And good idea on the ice thing... but no luck :(
     
    The Squid likes this.
  14. Ralij

    Ralij Industrial Terraformer

    Add me to the list?
    Coordinates: X: -57359736 , y: -497212338 Zeces Nest system - Harker's Berzerkers (name pending >.<)
     
  15. moremuffin

    moremuffin Scruffy Nerf-Herder

    I'll probably join in at some point because it sounds like a lot of fun, but going to wait till the next big update to drop before I do.
     
  16. The Squid

    The Squid Master Astronaut

    I built a little bit, but for some reason I can no longer play as that character. I did take a few screenshots, so I might just have to start over. :(
     
  17. SivCorp

    SivCorp Spaceman Spiff

    Will do!

    I was thinking of doing it that way too... but then it's nothing but waiting, waiting, waiting. At least I thought I can work on my building skills ;)

    Well, if you have the coordinates you can still visit the planets.
     
    The Squid likes this.
  18. moremuffin

    moremuffin Scruffy Nerf-Herder

    Oh there's been plenty of that, just my current project's a little more high-tech than the early stages of the Kingdoms. I did manage to start something ... but didn't get very far before I had a new idea for Aquas Mundi (yes I like using latin) and churned out a few more buildings.
     
    SivCorp likes this.
  19. firox39

    firox39 Void-Bound Voyager

    Hey! I'm planning to join you guys in this, as it sounds wonderful and amazing. I'm Glitch, so don't worry about the weird talking. I have a story line all ready, but I'll need a few mods, like Frackin' Universe. I don't know how to download mods, though. Do they work with the latest Combat Update? So many questions.....
    But, be ready to add me in.
     
    SivCorp likes this.
  20. Ralij

    Ralij Industrial Terraformer

    Most of them do work with the current version of starbound. If you go up to the top of the page, right underneath the chucklefish logo, and click on the Mods tab the list is there. All the mods I've looked at so far have directions on the page itself as to how to install. Its actually been really easy for me to get them, which says a lot because I kinda hate moving files and fiddling with folders, but its pretty simple: download the mod, unzip the mod, move the mod to the folder specified in the mod instructions and viola, you're done!
     
    SivCorp likes this.

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