Building/Ship The Rise of Fum al Samakah -Rebooting Soon - Have some sailing ships for now!

Discussion in 'Screenshots' started by SivCorp, Jan 31, 2015.

  1. SivCorp

    SivCorp Parsec Taste Tester

    I don't think we want to limit professions to population, for then it makes specialization and outposts harder to do.

    For mining, smelting, smithing to be consistent with the rest... Farming can have cooks and food processors for making the recipes at the higher tiers. Lumber can have processors as well.
    Remember that everything needs made or traded, so as a colony gets larger and needs more stuff, more professions will be created.
    We don't have to spell out every single one... Just get a baseline to follow. Like clothing will pull off the farming side with plant matter being processed into fabric, then made into clothing, then distributed to the colony. When the colony is small, one person does the whole process, once it grows, more people join and efficiency goes up. So when one person did it, you got 1 garment per day, but with 3 people, you could get 5 per day.

    One main hub for shipping would work fine, you would just need multiple landing pads and large storage facilities. The stuff coming in doesn't have to stay on planet, it can be shipped right back out on another transport. Having shipping hubs would probably be a good thing in some systems for logistics and efficency.


    So what else? Taxes, government and the like should be up to the player. Manufacturing is fairly self explanatory, same with luxuries.

    Does the health and sanitation need more detail?
     
  2. Ralij

    Ralij Big Damn Hero

    I mean in terms of the population of the entire kingdom/empire, though you make a point. Saying that at the base I want 1% of my population to be miners, or 1 miner provides enough raw materials to support 100 people, then determining what that number actually is. Trying to balance the numbers mostly is all I was thinking.

    Add in fishermen as a protein producing profession. Perhaps divers as well (thinking providing things like scallops, oysters or the like) just to add variety. Something of an imbalance of the importance of certain world types over others, but eh.

    Health and sanitation I haven't given a lot of thought about to be honest. One of my concerns with sanitation is the sheer volume of worlds that need to be raided to supply a single colony with toilets. Its a shame you can't just make them. >.<

    Hospitals are easy enough to make I think and be necessary for healthy colonies.
     
    Last edited: Feb 7, 2016
  3. SivCorp

    SivCorp Parsec Taste Tester

    Well, only one toilet is actually needed, for the printer on the ship can do all the furniture duplication.

    I agree with fisherman, though not for divers... for there exists no other ocean protein item for that in game.

    When I'm thinking sanitation, I'm thinking plumbing and tanks. One of the biggest problems in human civilization was the bad sanitation during the industrial revolution. Many diseases can easily be transmitted in bad environments. That and it gives a nice area to build the the little hidden areas of a city, the bootleggers and such.

    But yeah, total population numbers I don't think matter, for the kingdom can specialize in whatever they want really. If you want to be known for your wood craftsmanship, you will probably have more lumberjacks than normal.... as an example. But as far as the numbers are concerned... I'm thinking one miner can produce 50 ore a day. What the consistency of that ore is can vary, but 50 sounds good for a start. Then once technology and efficiency improves, that can go up to 80, then 100 per day per miner.


    Hmmm, guess it's about time to roll all these numbers into one rule set. I'll do that tomorrow. Any other thoughts before then?
     
    Ralij likes this.
  4. Ralij

    Ralij Big Damn Hero

    Oh! That's what you meant! I understand now. :) I was just thinking for establishing needs and minimums not rigid requirements
    .
    That explains how such large cities get built... I thought you had to keep finding similar dungeons and stuff and raid them over and over and over again to furnish a city. So much I still haven't discovered yet in this game ^_^

    This is true, the heavy pipes in-game are pretty accessable and the in-game tooltip mentions they're usually for processing waste. Not sure about space required or just be a 'reasonable' amount. Waste processing plants n stuff ^_^ Sanitation is one thing my colony is completely lacking in at present... >.>

    Can't wait to see it ^_^
     
    SivCorp likes this.
  5. Kirumaru

    Kirumaru Pangalactic Porcupine

    When you guys iron out a set of rules - I plan to partake in this adventure.
     
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  6. SivCorp

    SivCorp Parsec Taste Tester

    Almost have all the rules setup to share... and a big post for setting up some fun for us all I think.


    In the meantime, I'm testing another mod out for our shipbuilding that will need to happen, and came up with this little ship.
    MiniToadTrans.jpg

    Meet the Mini Toad Transport. This little guy is a short range transport for moving small loads between system planets. Equipped with a main drive, two maneuvering thrusters, two defense turrets and a strong outer shell... this little transport can hop planet to planet lickity split!
     
  7. Ralij

    Ralij Big Damn Hero

    AWesome, can't wait to see it the finished ruleset!

    Loving the design on this ship and very aptly named, it really does look ready to hop! Looks quite prepared to go on some longer journeys as well with the captain's amenities.
     
  8. SivCorp

    SivCorp Parsec Taste Tester

    Ok, here is the ruleset within what will be a new thread to collect all our respective works together....

    -----

    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, 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 Kingdom] 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)

    Recommended towns will include the following...
    1- housing for residents
    2- raw material sources (lumbercamps, 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, spinningwheel]]

    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, spinningwheel]]

    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, spinningwheel]]

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





    Ok, let me know of what is missing and what needs more/less clarity. I'll get a new post up after we have checked this out. Then I can get going with my new series to follow :)


    Oh, and speaking of new series... here is another ship.
    Leatherback-Starship.jpg

    Designation: Leatherback. This Transport is an upgrade on the Froghopper, and can traverse between star systems. The Leatherback has the following features... A primary reactor, 1 star drive engine, 2 secondary engines, 4 maneuvering engines, an external dual freight hanger bay, large atmosphere controlled cargo hold with 2 security holds, 3 crew quarters, full kitchen, bath and shower facilities, long range communications dish, and reinforced hull plating over the top of the ship. Crewed by 3 people, and can carry an additional 6-8 people.

    Well that's it for now, until the series begins!
     
  9. SivCorp

    SivCorp Parsec Taste Tester

    Ok, the group post is up.

    I'm going to get mine started this weekend. Exciting :)
     

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