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What's your reason for holding on to Doctrine: Loyalty (C2)?
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# ? Mar 13, 2016 21:15 |
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# ? Apr 19, 2024 21:57 |
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Tasteful Dickpic posted:What's your reason for holding on to Doctrine: Loyalty (C2)? It's an aesthetic choice, stemming from the prologue where those who followed Commander Yang were identified in the narrative as loyalists to the original Unity mission and chain of command. That's the real reason, but I could hurf a blurf about the beneficial techs for which it is a requisite and which it's in our interest not to help the other factions get any earlier than they otherwise would. The biggest thing about the latter is a Secret Project enabled by a later tech that I consider absolutely essential from an aesthetic perspective for Yang to get, good guy or otherwise. Addamere fucked around with this message at 21:34 on Mar 13, 2016 |
# ? Mar 13, 2016 21:25 |
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Looking forward to maps. Maps are awesome.
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# ? Mar 13, 2016 23:57 |
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welp guess this is as good at time as any to throw this back outquote:From: Adj-Gov. Maxwell R. Peters quote:[File: "Mindworm Attack Types: Classification, Effects, and Treatment Challenges"] GunnerJ fucked around with this message at 16:15 on Mar 14, 2016 |
# ? Mar 14, 2016 07:12 |
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Sorry this second part took so long. Supper turned into a nap turned into sleeping for 11 hours. ———————————————————————————————————————— Begin Part Two. Click Here for Part One. ———————————————————————————————————————— The State of the Human Hive, 2150 (Click to expand.) Over the course of the past decade, a new settlement has been founded along the northern coast of the continent, and the combined cavalry forces of the Hive military are lined up along the Morganite border to secure passage for a convoy of settlers headed west. The new base will span the isthmus where presently the westernmost rover squad, Unity Rover One is stationed; however, further analysis of the site reveals that the terrain is presently too rocky for the colony pod’s dredging equipment, and so Formers will need to be diverted from other tasks to make the land suitable. Not visible on this map is 1st Scout Patrol, Great Collective led by Captain-Adjunct Hildebrand, which occupies the same map grid as the colony convoy. Hive territory now fully surrounds Morgan Antimatter, and bisects the territory of the Morganites such that the two bases cannot be accessed by land without violating established borders. Why the Morganites have allowed this blatantly aggressive move to go unchecked can only be accounted for in the overtly submissive demeanour that CEO Morgan has displayed towards Chairman Yang during past correspondence. All remains quiet along the Gaian border, though the looming threat of the xenovitae just outside of sensor range from Unity’s Lantern remains a cause for concern and tension. The majority of Hive territory remains open, undeveloped wasteland which as yet serves no purpose. Lacking any sea units other than Unity Foil One, cartographic data concerning the northern sea and what lies beyond is thus far extremely limited. Hive military strength remains unrivaled on Planet, owing to a strong tradition of basic infantry units that are only now beginning to field more advanced equipment. Notable in this decade was the production of the first two prototype units in the Hive, the Recon Rover assault vehicle armed with a heavy laser and the Trance Synthmetal Sentinels garrison detail armed with advanced defensive gear. Hive forces maintain a single naval craft recovered from the Unity, two light rover squads also recovered from supply pods, and a single captive mindworm unit that has grown to “Great Boil” status, which is the equivalent of Veteran human troops. Hive energy production has increased significantly over the past decade, more than doubling in capacity with the construction of solar collectors outside the inland bases Labour Network and People’s Eyrie. Energy surpluses have been invested in the rapid construction of base facilities and units throughout the decade, with only nominal reserves maintained for the purposes of making loan payments and maintaining upkeep costs. With the expansion of base facilities throughout the Hive, the drain on the energy budget is expected to increase significantly in the coming decade, though no plans have yet been laid for addressing these concerns. Hive base operations are mostly controlled by central authority, administered remotely through Military Headquarters at The Hive. Local governance is limited to the implementation of mandates delivered via command channels in most settlements, with the notable exceptions of Unity’s Lantern and People’s Eyrie which remain under the mostly autonomous governance of Adjunct-Governor Maxwell Peters and Adjunct-Governor Thirteen, respectively. The current, preliminary draft of the next ten-year plan calls for reducing inefficiency in those bases so far distance from The Hive as to incur energy waste, to otherwise increase resource production focusing on population growth in those settlements which are not, and in colonies with no immediately pressing needs to devote excess industrial capacity to supplementing the shortfalls elsewhere. An example of the latter is the redundant garrison unit currently in training at Fecundity Tower, which is already billeted for transfer to The Hive immediately after commission. The Hive has grown since last decade, and further growth is projected in the next decade. Twice as populous as any other settlement in the mainland base cluster, it remains the center of Hive economic, industrial, and research output even in the absence of specialized base facilities in those regards. With the recent construction of an atmospheric condenser to the east, the once arid and inhospitable hinterlands surrounding the initial bastion of humanity on Planet now bears fertile soil and thriving terran flora. Farms and forests provide a rich and varied diet to the citizenry, and colonywide infrastructure is centered here. The current project under construction, The Human Genome Project, is slated to consume the entire industrial output of the base over the course of the next decade, though the Chairman has considered expediting construction should an energy surplus present itself. Not pictured, we received our first drone! It’s not actually a drone due to the presence of a military unit, which may act as police to counteract the presence of one drone per military unit up to a maximum determined by our POLICE social engineering rating. At present, this limit is 3 military units serving as police per base to counteract the presence of up to 3 drones. Without additional base facilities or psych spending, this effectively allows our bases to grow to a maximum of 6 population without seeing a drone, or to 8 population for bases with a Recreation Commons. Since bases cannot grow beyond 7 population until a mid-game tech is researched, this effectively means that so long as we maintain 2 garrison units and a Recreation Commons per base, we will never see a single drone. If someone wants to write about drones and their treatment in Hive society, then the above game mechanics are relevant. Right now, the only settlement where any significant drone activity can exist (i.e., a citizen/population unit) is The Hive itself, and that activity is only absent due to police presence. Fecundity Tower, the second base established after Planetfall, is disproportionately productive for its size owing to the development of local infrastructure and access to nearby resources. The monolith complex and terran forests provide balanced resource production, and the presence of both Recreation Commons and Recycling Tanks provides for a generally happy and efficient citizenry. Early in the next decade, additional garrison forces in excess of local requirements will be produced and billeted to The Hive, after which point the production queue remains unallocated. Great Collective has yet to attain the prosperity of other bases, though its strategic position along the Morganite border mkaes it an important position to hold. As with Fecundity Tower, its industrial is disproportionately high for its size; though, its population is less privileged. The lack of terran farms results in the need for a substantial amount of old-fashioned nutrient processing of the native flora, and a resultingly blander diet borne of intense labour. A second terraforming crew is slated for production early in the next decade, and cultivation of the surrounding landscape will in turn fuel growth and happiness. Though younger than Great Collective, the inland settlement Labour Network enjoys a higher growth rate and contributes greater energy output to the Hivewide research and production efforts due to the solar collectors that have been constructed nearby. Recently completed Recycling Tanks contribute to the overall resource production and reclamation, and the education and training offered by a planned Children’s Créche is projected to have positive long-term effects on both population growth and energy efficiency. The local garrison is twice the strength of other bases, owing to its distance from central authority and its proximity to the Morganite border. People’s Eyrie is simultaneously the most remote outpost of the main Hive settlement cluster and potentially one of the most prosperous due to the abundance of arable land and other nearby resources. Verdant plains and gently rolling hills surround the settlement on three sides, while to the east rugged terrain promises a wealth of buried minerals. The nearby monolith is an object of particular interest given the Chairman’s mandate to prioritize study of alien structures, and a single solar collector augments the local energy grid. Under the direction of Adjunct-Governor Thirteen, the settlement has completed a Children’s Créche in the previous decade, and now begins work on the first Network Node in Hive territory. Archival records note that the Adjunct-Governor’s visionary plan to build a Network Node at the base preceded the Hivewide mandate to increase the priority of research efforts, which has earned praise from the Chairman and other members of the cadre. This base is not named Hole of Aspiration. Please provide a write-in vote to rename it. Thanks in advance! With the local garrison now manned, work has begun on Recycling Tanks to augment the meager resource production available from the surrounding environment. In many ways the settlement resembles The Hive of fifty years ago—situated on a peninsula, and surrounded by arid, rocky wastes unsuitable for cultivation. Terraforming units from other settlements have recently planted a terran forest nearby, and are slated to continue improving the area in the coming years. Thanks to these pooled efforts, this base will not suffer for lack of development for nearly so long as did The Hive. Unity’s Lantern is the second most populous Hive settlement, and the most truly autonomous owing to the vast distance separating it from the primary cluster of Hive bases on the mainland. Adjunct-Governor Peters has thus far raised two Formers and commissioned the construction of Recycling Tanks and a Children’s Créche that is due for completion next year. These facilities, combined with the abundance of prepared farmland and the especially nutrient-rich land surrounding the recently completed completed atmospheric condenser, promise abundant growth for the foreseeable future. The production queue contains an additional garrison unit, of the recently prototyped Trance Synthmetal Sentinels, and a Recreation Commons; however, these priorities remain entirely under the purview of the colonial governor. (Click to expand.) Pursuant to the formal alliance with the Spartans, they have shared their cartographic knowledge and provided access to their datalinks. Below is the assembled knowledge available at a glance, though more in-depth analysis and interpretation is both possible and suggested. At a glance, the Spartan military forces are quite small as a result of having taken significant battle casualties. Of particular interest is the registry entry for a “Battle Ogre MK1” assault vehicle, for which detailed information is unavailable, and the “Impact”-equipped speeder and infantry units currently in production. If the brief technical descriptions are to be believed, then all three of these combat units represent technology far beyond that available to the Hive—especially the “Battle Ogre”. That the Spartans have access to such technology is less a concern to the Chairman than the fact that somehow the latter was lost in combat—against what? In keeping with Hive understanding of Spartan ideology—a survivalist faction which places minimal importance on creature comforts—Spartan energy production is scarce and expenditures are all but nonexistent. Chairman Yang notes the similarity between the Spartan budget sheet of the current year with the Hive balance sheet of only a few years ago. One wonders what Santiago plans to do with that energy surplus that she is holding in reserve. A cursory glance at Spartan base operations reveals two trends: first, a top-level emphasis on military production and expansion; second, suboptimal production management. That the production burden at Santiago’s headquarters has been allowed to exceed its capacity—and thereby bring industrial output to a standstill—speaks of bureaucratic inefficiency or some other troubles within her regime. Sparta Command is the largest base in the Spartan Federation, and its design as an above-ground fortress is the archetype from which the other bases are drawn. Surrounded by xenofungal forests, rolling foothills, and overlooking a great inland lake system fed by numerous mountain river tributaries, Santiago’s initial settlement and seat of government is the westernmost of all Federation facilities and the one closest to Lal’s adjoining border. The military headquarters complex is the only notable base facility, with all other structures dedicated to living spaces, training grounds, economic and industrial facilities, and so on. The terrain around the base remains mostly wild and untamed, with a single unused mine shaft directly east of the settlement the only visible improvement beyond the base itself. As noted above, industrial output has grinded to a halt; however, closer inspection reveals this to be the result of overburdened support infrastructure. From these reports it becomes obvious that while the Spartans highly value military production, their emphasis is short-sighted to the point that no great effort has been taken to address ongoing maintenance of equipment and personnel services. This lack of foresight has recently caught up to them, and crippled their ability to produce further structures and units. Hommel’s Citadel, named after one of Santiago’s advisors, is directly east of Sparta Command and connected by road. By contrast with Santiago’s base of operations, Hommel has thus far avoided mismanagement of resources in his fiefdom. His populace enjoys a rich and varied diet of Earth crops, livestock, and their various byproducts, and thus far his military production has been limited to what the nascent support infrastructure can bear. Of all the member of Santiago’s senior staff, Hommel has been simultaneously the most resource conscious, which is reflected in his base boasting the greatest surplus of all Federation settlements, and the most open to commerce and diplomacy with the Hive; notably, the admittedly one-sided trade route with The Hive is the only such arrangement in the Federation. Janissary Rock appears to be the youngest of the three Spartan settlements, and the least hospitable to human development. Though less inhospitable than area surrounding The Hive at Planetfall, the surrounding area is nonetheless mostly arid, rocky, and in great tracts choked with xenofungus. The river west of the base represents the area most suited to improvement, which with proper management could provide abundant resources for the fledgling settlement. We have as yet no data on the local governance of this remote outpost, which is simultaneously the northernmost and easternmost Spartan fortress. Of note to early examination of the available records, its distance from Sparta Command and the absence of a connecting roadway guarantees that any assault or sisge would likely be decided long before reinforcements could arrive from the other Spartan settlements. Let me know if anyone is interested in more information about the Hive or Spartan bases, and I’ll be happy to click through the additional tabs that are available; e.g., Citizens or Psych. Also please speak up if there’s any other information you’d like to see presented in these decennial reports. Feel free to speculate in or out of character, about the stuff we don’t have access to that appear on the Spartan Security Nexus and other screens; however, please do not outright spoil anything—especially the Battle Ogre. Cadre Meeting The decennial meeting of the full Hive Advisory Cadre is an open forum for discussing all manner of concerns that have arisen over the course of the past decade. As network infrastructure has expanded in recent years, many Hivers have taken to gathering in the common areas of their respective settlements to watch the 2050 address “live” rather than wait to view excerpts on their local intranet archives. Aware of the change in projected viewing habits, the Chairman has elected to begin the meeting by addressing several impromptu comments and questions that have been posed towards himself or the Cadre over the past few years, before moving onto the more formal business of voting measures and feedback. An excerpt of such follows: quote:
Comments and questions about social policy, such as those outlined above, are read and addressed by the Chairman for about two hours. Other topics in this segment included the matters pertaining to the Social Uplift Service, education and training goals, and requests for speculation about the Progenitors and their technology. The segment concludes with selection of questions submitted by various children in Hive settlements, which included such weighty questions as the Chairman’s favourite character from Viking and the Hedgehogs. Following the question-and-answer segment, business turns towards the formal matters of state for which the Chairman seeks counsel from the advisory cadre. On the agenda are several measures concerning both internal and external concerns ranging from diplomatic policy to troop readiness and overall Hive policy for the next decade. Contact Miriam: We’re told that Miriam has Doctrine: Flexibility, which is the tech that lets us build sea units. And who knows what else she might offer us? We’d need to buy or otherwise negotiate for the commlink frequency from Dierdre to make contact. Yea or Nay will suffice. Rename Base: “Hole of Aspiration”: I hate the name, and it doesn’t really seem in keeping with the otherwise inspiring base names. Write-in your picks for a better name! Renovate Garrisons: Right now we have a bunch of Scout Patrols that can be upgraded to Laser Infantry (2-2-1) for 90 energy each, or Trance Synthmetal Sentinels (1-2t-1) for 30 energy each; alternately, we can just build new units with minerals, disbanding the existing ones to expedite construction, and in so doing gain better morale. The latter is a lot more feasible given our lack of energy output compared to mineral output. Finally, we can just leave our military how it is. The benefit of Laser Infantry is that they can hit back harder against human aggressors in the event of attack, and the advantage of Trance Synthmetal Sentinels is that they are more likely to survive mindworm attacks. Options are Laser, Trance, and Keep; pick up to two choices for this ballot. Research Priority: Since it turns out I can swap priorities whenever I want, we’ll be doing this every update from now on. As before, options are Build, Conquer, Discover, Explore and you can pick up to three of them on your ballot. We’ll go with the top two after single transferable votes are counted via Droop Quota. Nietzschean posted:Addendum to the current voting measures! Feedback: Diplomacy. So far we’ve been making friends with everyone we can, and we have a Pact with the Spartans. Should we pursue pacts with other factions, or just limit ourselves to the one for now? Should we break off the pact with the Spartans? Should we sever ties in general with everyone? Give me some thoughts on how you folks think the Hive should react to the presence of the Mogul to the left of us, the Green to the right of us, and various factions across the sea and elsewhere. Feel free in these thoughts to reference the official fluff where it doesn’t violate the already-established narrative. Feedback: Unit design and names. Thus far I’ve been making pretty optimal, cheap units. But we can definitely throw reason aside and make the “best” units possible; i.e., a Trance Speeder Colony Pod (0-2t-2) for 162 minerals, or the various iterations of Formers mentioned after the previous update. If anyone has a specific idea for a unit, then feel free to suggest it. At present we can make Infantry or Speeders; Small arms, Lasers, Colony Modules, or Terraforming Units; with No Armor or Synthmetal Armor; and with either No Ability or Hypnotic Trance. In addition to unit design proposals, feel free also to suggest alternate names for existing unit types we can produce. “Trance Synthmetal Sentinels” is the most obvious choice right now, but going forward we’re going to start encountering really long and unwieldy unit names if we stick to the default, descriptive naming convention. If you care about that, then suggest some alternatives! If you’d like to see screenshots or cost estimates for a given unit (because admittedly the cost formula is somewhat complex), let me know and I can do that. Everything in this regard will be write-in suggestions/votes. Feedback: Morganite War Plans During the narrative earlier in the update, the Chairman called for war plans to be made ready in anticipation of either a defensive or offensive conflict with the Morganites. If you've got ideas, then let's see them! Housekeeping AJ_Impy: Right now there’s 17 turns projected before we need to mess with the production queue at People’s Eyrie, though that number will change somewhat as the base grows. Unless you have other goals in light of the update, we’re on track to just let that Network Node ride. Formers from People's Eyrie were responsible for the Solar Collector and roads right outside of base, and have gone off with those from other bases since improving another square didn’t offer any benefit at the time due to the base’s population. Unless you have other goals in mind, I’m planning to have them build another Solar Collector in time for the base to hit 3 population, directly northeast of the current collector, which will result in a 2-1-2 square. GunnerJ: Unity’s Lantern gains a Children’s Créche next turn which should lower the growth figure displayed in the base screenshot by a turn. Formers at M can plop down a farm in 2 turns to make growth even faster, too. I’ve got a Trance Synthmetal Sentinels in the queue because I went and added it to a bunch of bases, but I’ll go ahead and bump up the Recreation Commons to keep in line with the plan you had in mind at the end of the previous episode. Let me know if you’d like to change anything. Yarville: You can’t see it on any of the maps that I’ve provided, but your Scout Patrol squad is in the same square as the Colony Pod visible on the territory map. You’re at 100% strength. Closing Remarks There is no vote this cycle about further bases, because we realistically can’t do any of the options I’d like to present within the span of the next update. I’m bringing our single naval unit back to The Hive in the next update probably, which will allow us in the update after that to consider expanding across the northern sea. In the interim, we’ve got a bunch of empty territory we could potentially fill, and a few more strategic locations where we might look to plopping down bases at some indeterminate future. As always, if anyone wants to manage a base then give me a name and location and I’ll prioritize getting it set up for you as soon as possible. Overall we have had a pretty good early game thus far, and we’re positioned well to transition into the mid-game; though, given our low energy and research production, that could be a while. We are under no threat right now, and our options are open. As always, if there is anything else folks would like to see in the next update that I haven’t explicitly addressed then please say so! Including the two parts, this update turned out to be 32 goddamned pages long. Addamere fucked around with this message at 18:55 on Mar 15, 2016 |
# ? Mar 14, 2016 13:47 |
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Contact Miriam: Yes - No point not getting in contact with more factions. Rename base: Deep Authority Renovate garrisons: Trance - Considering our support network, we're better off using a larger number of cheaper, specialized units. Research priority: Build, Explore - Time to kick the hive machine into overdrive Diplomacy: Be as friendly as possible with people you don't plan to go to war with. Unit design and names: Tranceguard for the anti-worm garrison units. Develop a design for, but do not produce, trance synthmetal (crawler) formers. In case of mindworms posing an imminent threat to exposed formers, those at risk can be rapidly upgraded to this design to give them a chance to survive the attack. (people can feel free do add their fluff about this, I imagine some sort of modular design thing) Having sensor grid coverage would be of immense help to this plan, too. I'd suggest a similar thing for colony pods, but seriously, they need an escort anyway, so what's the point?
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# ? Mar 14, 2016 14:17 |
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my dad posted:Develop a design for, but do not produce, trance synthmetal (crawler) formers. In case of mindworms posing an imminent threat to exposed formers, those at risk can be rapidly upgraded to this design to give them a chance to survive the attack. (people can feel free do add their fluff about this, I imagine some sort of modular design thing) Having sensor grid coverage would be of immense help to this plan, too. Mister "my dad," if that is your real name, would you care to address rumours that you're actually a decepticon?
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# ? Mar 14, 2016 15:14 |
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The votes of the People's Eyrie Adjunct-Governorate are as follows. Contact Miriam: Yea. If anyone else kept their pod sane, reasonable and rational, it will be the Unity's Psych-Chaplain. Rename base: Seed of Aspiration. It should be our hope that what we plant will grow to be of great benefit to all. Renovate garrisons: Tranceguard. Their principle is to protect and defend. Should we need offensive forces, we should produce them as needed, but offensive action is only palatable n order to better defend ourselves. Let us not belie our intent. Research priorities, in order: Discover, Build, Explore. Foreign policy: Surround and contain. As with Morgan, so with others. Accept friendship and pacts but be wary of ulterior motives. Housekeeping:The stated plan is approved and affirmed. The plan is sufficient for the time being, so we enact it diligently.
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# ? Mar 14, 2016 15:28 |
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I can't believe the most important question here was left unanswered in the transcript:Nietzschean posted:The segment concludes with selection of questions submitted by various children in Hive settlements, which included such weighty questions as the Chairman’s favourite character from Viking and the Hedgehogs. Miriam: No to paying Dierdre (or anyone else) for the "Believers'" contact details. Based on what little we know, relations with this colony seem like they would be about as fruitful as with Lal. I'd suggest waiting until we meet them ourselves, or until Santiago reaches them to see if she will once again pass on colony details without charge. my dad posted:Rename base: Deep Authority Garrisons: Trance garrisons seem best for our immediate needs, but failing that Laser patrols would be better than letting our military stagnate for the sake of saving a few minerals. I would agree that, in either case, it is better to properly re-train our soldiers in use of new technology, and re-structure their organisation where necessary, rather than simply throw some credits and new armaments into their hands. Research: We should never stop learning how to build better homes for our citizenry, but the time is upon us now to explore how to encourage life here, rather than continue gazing at the theoretical science found in our navels. Diplomacy: We should continue being as welcoming as is reasonable to those from the other colonies. Remember: the Morganites are not Morgan. The "Peacekeepers" are not Lal. let us not be afraid, but also let us not be the ones to throw the first stone in any human conflict on Chiron. This seems like a sound technical upgrade to our formers even without the name. I also think that, while the descriptive names for units are good, abbreviation is inevitable - especially in the military. I do not doubt that Synthmetal units are already referred to as "Synth" or "SM" or something similar out in the field. We crave brevity in our language, soldiers especially. I see no reason not to embrace that, so long as reference is available on our newly-restored internet to check what all the initials stand for.
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# ? Mar 14, 2016 15:31 |
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AJ_Impy posted:The votes of the People's Eyrie Adjunct-Governorate are as follows. Agreed.
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# ? Mar 14, 2016 15:41 |
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Contact Miriam: Yea, we want contact with Miriam and are willing to pay moderately for it if required. Rename base: The Hole of Aspiration is named for a great terran work of art, and commemorating its inextinguishable memory is entirely natural. Renovate garrisons: Keep the garrisons, but augment them with 2-1-1 Infantry and 2-1-2 Rovers. Research priorities: Exploration, Conquer. The sea is calling - we don't even know what's over the horizon north of The Hive. Is it India? Feedback: Diplomacy: Morgan is largely harmless. His continued existence can be tolerated. Diedre is, for the moment, best kept at friendly arm's length - Unity's Lantern far away from the Hive, and the woman is just a bit too fond of the native fauna. Probably shouldn't trade them biotech. The Spartans seem unlikely to do anything but destroy themselves, we should be careful to not get caught up in whatever mess they make. The Peacekeepers stand for war. Thankfully they're pretty far away and not an immediate concern. Contact and amicable relations with the other leaders is highly desired. Prav fucked around with this message at 15:51 on Mar 14, 2016 |
# ? Mar 14, 2016 15:46 |
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It feels like there ought to be more to the Human Genome Project than just mapping what various genes do. Since DNA is not so much a blueprint as it is a compressed data file, a sensible next step would be to build a supercomputer capable of decompressing that file, giving a complete simulation of a human body, though not accounting for environmental factors.
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# ? Mar 14, 2016 16:53 |
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Contact Miriam: Waste of energy and diplomatic capital, nay. Rename Base: I like Seed of Aspiration as well. Renovate Garrisons: Research Priority: Go with (1) Discover, (2) Build, (3) Explore. Feedback: Just out of curiosity, do you still want stuff related to war plans and the Morganites, etc. as mentioned in part one of the update? Seems like kind of a moot point now. Lal's Offer: Offer Ethical Calculus instead (C). Feedback: No suggestions. (ETA: I like Tranceguard.) Unity’s Lantern: I think I have demonstrated that I am too rusty with this game to make decisions about terraforming beyond general directives... so I'll leave that to the "expert manager's" discretion outside of the few road, fungus, and sensor related ideas from before. Keep the Trance Synthmetal Sentinels in queue, then queue up a Network Node. I'd write some fluff up for this decision and others but I'm knee deep in real life obligations. Honestly I'm banking on the Virtual World being a thing that could happen. Other stuff: I know you said you can't take recommendations on new bases, but that isthmus on the other end of the inland sea from Unity's Lantern looks tasty if the water beyond it connects to a larger body. A base there could be another choke-point/canal and turn the sea into a passageway. But it is deffo kind of an out-there possibility. GunnerJ fucked around with this message at 17:30 on Mar 15, 2016 |
# ? Mar 14, 2016 17:30 |
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Montegoraon posted:It feels like there ought to be more to the Human Genome Project than just mapping what various genes do. Since DNA is not so much a blueprint as it is a compressed data file, a sensible next step would be to build a supercomputer capable of decompressing that file, giving a complete simulation of a human body, though not accounting for environmental factors. This always confused me because I was pretty sure even when I played this game years ago that mapping the human genome was something that was possible in the near term in real life. And it actually was completed in 2003. Given that, I like this idea for a sort of CAD for human DNA.
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# ? Mar 14, 2016 17:36 |
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GunnerJ posted:Renovate Garrisons: I don't understand the options. GunnerJ posted:Feedback: Just out of curiosity, do you still want stuff related to war plans and the Morganites, etc. as mentioned in part one of the update? GunnerJ posted:Other stuff: I know you said you can't take recommendations on new bases, but that isthmus on the other end of the inland sea from Unity's Lantern looks tasty if the water beyond it connects to a larger body. A base there could be another choke-point/canal and turn the sea into a passageway. But it is deffo kind of an out-there possibility.
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# ? Mar 14, 2016 17:48 |
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Nietzschean posted:
Let's just say that I'm more than meets the eye.
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# ? Mar 14, 2016 17:48 |
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Nietzschean posted:Options are to turn Scout Patrols into Laser Infantry, to turn Scout Patrols into Trance Synthmetal Sentinels (possibly renamed to Tranceguards), or to Keep existing Scout Patrols as they are and find some other use for our base production queues. OK. I was just confused because from the description it seemed like there was also a question of whether to use energy to upgrade them or just build new units and disband existing ones. I'll put a note in about my preferred method unless it's already been decided/at your discretion. quote:Noted. Not that I'm going to do this, but if I asked for a Colony Pod to be queued up at Unity's Lantern, would I be able to direct where it deploys a new base? This actually has a lot of narrative implications because it is one thing to delegate authority of a single city to a lieutenant and quite another for that lieutenant to act as if his city were effectively the capital of an offshoot society with its own expansion imperatives. Dunno if you've said anything about this but it seems like it would make sense if Adjunct-Governors could not even request colony pods, leaving expansion of the Hive overall at Yang's discretion.
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# ? Mar 14, 2016 18:03 |
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Contact Miriam: No. She's awful and she's going to make us pay out the nose for whatever bullshit she gives us. Rename Base: “Hole of Aspiration”: I like Seed of Aspiration as well. Renovate Garrisons: 1st choice Keep, second choice Trance. We already have perceived military dominance versus our human rivals at the moment. No need to push hard to maintain that for now. Research Priority: I abstain from voting. Feedback: Diplomacy. The Hive does not abhor or abstain from violence as a general rule, but I do not want us to fall in to the traps of military adventurism and The Big Hate that previous earth collectivist cultures have fallen in to. I endorse a continued policy of non-aggression and proactive non-military expansionism. If we start killing off the few surviving humans on this planet in order to secure their future survival and prosperity, we're walking a line so thin that not even the Chairman could balance it. Feedback: Unit design and names. Minimalism fits our aesthetic pretty nicely, tru. We have the efficiency and support to produce large armies of cheap units rather than small armies of powerful, expensive units.
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# ? Mar 14, 2016 18:13 |
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GunnerJ posted:Not that I'm going to do this, but if I asked for a Colony Pod to be queued up at Unity's Lantern, would I be able to direct where it deploys a new base? This actually has a lot of narrative implications because it is one thing to delegate authority of a single city to a lieutenant and quite another for that lieutenant to act as if his city were effectively the capital of an offshoot society with its own expansion imperatives. Dunno if you've said anything about this but it seems like it would make sense if Adjunct-Governors could not even request colony pods, leaving expansion of the Hive overall at Yang's discretion. I agree that it makes more sense in the narrative that Adjunct-Governors' authority ends with their own base rather than some kind of extended feudal structure, and I'd imagine that from time to time—behind the scenes—even in the mostly-autonomous bases there would be mandates from central command to do this or that because the Hive overall needs more of a particular widget or whatever. You can somewhat see an example of that in how the Formers from PE did some stuff to directly benefit PE, but then wandered off to go do other things for a while rather than continue to make improvements that wouldn't be useful for several years or decades due to population constraints. I'd hitherto just not presumed to actually disrupt the production queues of PE or UL, so as not to have promised X and then delivered Y; but, now that you mention it, especially given UL's high potential growth rate it would be far more efficient to produce colony pods there and send them out to the nearby areas then to produce them in one of the primary cluster bases and then ship them over. Would you be cool with that?
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# ? Mar 14, 2016 18:13 |
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Nietzschean posted:You can somewhat see an example of that in how the Formers from PE did some stuff to directly benefit PE, but then wandered off to go do other things for a while rather than continue to make improvements that wouldn't be useful for several years or decades due to population constraints. It should be noted that this is something that the anti-individualist ethos of PE would wholeheartedly and gladly support. Just as no individual is greater than all other individuals, so too is no metropole greater. The efficient use of PE's formers for the benefit of the whole colony is something in which great collective pride is taken.
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# ? Mar 14, 2016 18:35 |
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Nietzschean posted:I agree that it makes more sense in the narrative that Adjunct-Governors' authority ends with their own base rather than some kind of extended feudal structure, and I'd imagine that from time to time—behind the scenes—even in the mostly-autonomous bases there would be mandates from central command to do this or that because the Hive overall needs more of a particular widget or whatever. You can somewhat see an example of that in how the Formers from PE did some stuff to directly benefit PE, but then wandered off to go do other things for a while rather than continue to make improvements that wouldn't be useful for several years or decades due to population constraints. I'd hitherto just not presumed to actually disrupt the production queues of PE or UL, so as not to have promised X and then delivered Y; but, now that you mention it, especially given UL's high potential growth rate it would be far more efficient to produce colony pods there and send them out to the nearby areas then to produce them in one of the primary cluster bases and then ship them over. Would you be cool with that? Yeah absolutely, I mean I'm not really the boss here, the greater good overrides particular priorities!
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# ? Mar 14, 2016 19:23 |
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I mean while effectively true since I beep the boops and the buttons and the puddin pops, we've still got a social contract to maintain here.
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# ? Mar 14, 2016 19:26 |
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Apropos of nothing, what techs would we need to breed and/or deliberately capture mindworms? Also, what do we need before we can try for the Virtual World?
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# ? Mar 14, 2016 20:42 |
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Capturing mind worms requires only a PLANET score of more than 0, and we have +1 thanks to the Manifold Nexus. Answering the other two questions would violate the thread's spoiler policy.
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# ? Mar 14, 2016 20:49 |
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Barely a moment passes without none of you asking me, "What does a Hive military unit look like?" Below is the answer to this non-question.quote:Hive military forces conform to a modified version of the rank structure and unit organization of the United Nations Security Force (UNSF), which in turn drew its design from the classification codes of the defunct North Atlantic Treaty Organization (NATO) of old Earth. Edited to reflect the knowledge of folks who are more familiar with guns than I am! Addamere fucked around with this message at 15:04 on Mar 15, 2016 |
# ? Mar 14, 2016 22:38 |
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Pree asma, forgive me for this pedantry I am about to inflict. What I am about to tell you is not knowledge you should feel bad for not having, and I share it because I think you will enjoy learning it, not out of any attempt to chastise. In your previous post you make reference to a '7.62mm UNSF assault rifle'. The 7.62x51mm NATO round is not generally used with assault rifles; it's a fatter, more powerful round, associated with semi-automatic 'battle rifles', sniper rifles, and medium machine guns. The NATO round loaded in the M16 and similar light assault rifles is the 5.56x45mm, which is lighter but comparably lethal versus people, and easier to carry in bulk. the more u kno
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# ? Mar 14, 2016 23:01 |
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RiotGearEpsilon posted:Pree asma, forgive me for this pedantry I am about to inflict. What I am about to tell you is not knowledge you should feel bad for not having, and I share it because I think you will enjoy learning it, not out of any attempt to chastise. No offense taken at all! I actually looked this up prior to doing the writeup, and I'm curious on your thoughts relative to mine: My thinking was that one of the major reasons to change from the M14 to the M16 had to do with the fact that you're shooting at mostly unarmoured targets in a real-life modern battleground; however, this is not necessarily the case in SMAX, where we'll be shooting at future-tech armours, vehicles, and base structures with the same rounds. In my initial draft for that post, I'd considered making two different weapon calibers and separating the assault rifle and battle rifle roles; but, I just sort of assumed—kind of like in games such as Mass Effect—that future-tech allows us the luxury of a weapon that's good at a lot of roles within the same caliber. Another thought was the recoil and weight that a fatter slug has in full-auto is less of a concern with future-tech small arms and envirosuits which I assume we're using. I've never had the pleasure of rucking around with an infantry loadout in real life (I was a squid), so maybe this is something I'm writing off more easily than I should be? Feedback appreciated.
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# ? Mar 14, 2016 23:21 |
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Nietzschean posted:Another thought was the recoil and weight that a fatter slug has in full-auto is less of a concern with future-tech small arms and envirosuits which I assume we're using. I've never had the pleasure of rucking around with an infantry loadout in real life (I was a squid), so maybe this is something I'm writing off more easily than I should be? Even with future-tech recoil dampening, I doubt your average battle/assault rifle is going to be fired on full auto very often, if it even has that capability. If you're using NATO for reference, the M16A4s used by the US military only fire on single shot or 3 round burst, mostly due to accuracy concerns. Any man portable full-auto capabilities at the squad level is going to come from either light machine guns shooting a 5.56 (for us, it's the SAW, which I carry) or a medium machine gun shooting a 7.62 (like the M240). As someone who who has had the unfortunate pleasure of carrying an infantry loadout, 5.56 is definitely more portable and is the NATO standard. That said, it's really not that big of a deal and your reasoning is sound, especially if we're working with future tech.
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# ? Mar 14, 2016 23:44 |
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Yarville posted:Even with future-tech recoil dampening, I doubt your average battle/assault rifle is going to be fired on full auto very often, if it even has that capability. If you're using NATO for reference, the M16A4s used by the US military only fire on single shot or 3 round burst, mostly due to accuracy concerns. Any man portable full-auto capabilities at the squad level is going to come from either light machine guns shooting a 5.56 (for us, it's the SAW, which I carry) or a medium machine gun shooting a 7.62 (like the M240). Thanks for this. I'll at the very least standardize the caliber to the type of rifle. Another question: what would be the advantage of battle rifles supported by a light machine gun vs assault rifles supported by a medium machine gun? Why would you want one versus the other? I'm assuming the medium machine gun makes more sense as a "heavy weapon," for use against human enemies as a counterpart to the flameguns used against mindworms. Correct me if I'm wrong! e: Updated the post in question, btw. Addamere fucked around with this message at 00:30 on Mar 15, 2016 |
# ? Mar 15, 2016 00:00 |
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Nietzschean posted:words
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# ? Mar 15, 2016 00:55 |
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RiotGearEpsilon posted:Your reasoning is sensible and interesting. I can think of several reasons that high-power cartridges might become popular again and a lot of them seem like they'd apply here. I'm glad I raised the issue and elicited this commentary! Okay done brown nosing I went ahead and went with there being both assault rifles and battle rifles, and there being medium rather than light machine guns, so that a squad can get that full-power rifle cartridge against vehicles or the flameguns against worms. I think this'll be the final version. And yeah, this was a good talk!
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# ? Mar 15, 2016 01:11 |
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Nietzschean posted:Thanks for this. I'll at the very least standardize the caliber to the type of rifle. Another question: what would be the advantage of battle rifles supported by a light machine gun vs assault rifles supported by a medium machine gun? Why would you want one versus the other? I'm assuming the medium machine gun makes more sense as a "heavy weapon," for use against human enemies as a counterpart to the flameguns used against mindworms. Correct me if I'm wrong! Well, I'm no tactician, but I don't think a military necessarily has to make that choice in the first place. We currently field assault rifles supported by both LMGs and medium machine guns. Having a platoon equipped with battle rifles versus a platoon equipped with assault rifles won't really change the rate of fire or supressive capability of a platoon, which is the main use of any automatic weapon. That's why we carry 1 SAW (and more recently, IARs, which are basically just M16s with a fully automatic function!) per fireteam, so that if needed, there is an easily portable capability to lay down a bunch of rounds. Medium machine guns, on the other hand, are a lot more useful in fixed positions or mounted on vehicles. The downside when you're carrying them by hand is that they are less portable and often require more than one person to operate. Ideally, you're going to have a 6-9 light machine guns per platoon and 1-2 medium machine gun squads from a separate weapons company. And that's not even getting into heavy machine guns!
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# ? Mar 15, 2016 01:33 |
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quote:
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# ? Mar 15, 2016 01:49 |
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Addendum to the current voting measures! Options are presented in the order of the screenshot above (pick up to 2): A.: Reject the trade. B.: Take the trade. C.: Offer Ethical Calculus This is what he's offering us! Probe Teams are spies that we can use to steal tech from the enemy, incite riots, steal money, infiltrate their datalinks (so we can see everything about them, like we can with the Spartans), or even take over an enemy base. Hologram Theatres are like Recreation Commons but more expensive and their effects stack, and The Virtual World is a secret project that lets us have a free Hologram Theatre in every base where we have a Network Node. Planned is an Economics social engineering choice which offers us +2 GROWTH (+20% population growth rate), +1 INDUSTRY (10% reduction in mineral costs), and no negatives at all because we're immune to its –2 EFFICIENCY penalty. Seeing as how we don't have any Economics plan right now, it'd be the first one we'd now have a chance to use. Librarians are specialist citizens. Rather than work a base square, they provide a flat +3 Labs bonus per Librarian; they still require food to be supported, though.
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# ? Mar 15, 2016 16:50 |
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C. Certainly we should accept his offer, but if he's willing, we should offer Ethical Calculus instead. It's only polite; Lal's faction yearns for collective bottom-up rule and the doctrines we've discovered would allow them to begin implementing it. We can see how it affects them.
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# ? Mar 15, 2016 16:54 |
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Take the trade If it were anyone else, I'd suggest Ethical Calculus instead, but I ain't one to give Lal the secrets of true democracy for free. edit: If we take the trade, I'd suggest making use of librarians as soon as possible, especially in faraway settlements with lots of food but with energy efficiency issues.
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# ? Mar 15, 2016 16:56 |
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Yeah, Lal might be able to make more use of Ethical Calculus than of Loyalty. Let's take the original offer. Planned Economy is just ridiculously valuable for Yang, and the other benefits aren't too bad.
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# ? Mar 15, 2016 17:07 |
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Y'all are ungenerous and discourteous! But I suppose Lal has been a dick... Still, is that any reason to deny the great masses of his citizenry their heartfelt ambitions of structural political participation?
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# ? Mar 15, 2016 17:19 |
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RiotGearEpsilon posted:Y'all are ungenerous and discourteous! But I suppose Lal has been a dick... Still, is that any reason to deny the great masses of his citizenry their heartfelt ambitions of structural political participation? One might make the argument from a Hiver perspective that it would be immoral of us to provide Lal the means by which to inflict Democracy upon his populace. edit: On the other hand, if he goes Democratic and then decides to make war on us we can at least have a clean conscience knowing that his people are behind it. Hmm. Addamere fucked around with this message at 17:32 on Mar 15, 2016 |
# ? Mar 15, 2016 17:25 |
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# ? Apr 19, 2024 21:57 |
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C, he needs guidance rather than weaponry. Accede to his terms if he wishes to remain unenlightened.
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# ? Mar 15, 2016 17:27 |