Author Topic: Children of Sol: Multiplayer Aurora  (Read 22633 times)

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Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #30 on: March 07, 2012, 06:48:53 AM »
Thanks for watching us, but this is more of an exhibition and less of an experiment. Others, like Panopticon, have started multiplayer games before. I think the only two experimental features of this game was the partial conventional set up and multi-planet same-system start.

Anyway, expect more detailed revelations when the 10-year-ago history reports start appearing.


Players: I'm going to postpone the next-turn update another day or so. I don't have a turn update in from Antagonist, controller of the Syndicates Empire of Earth. On one hand an update isn't essential since the Syndicates have been maintaining a multi-year production queue, but on the other hand Venus is trying to purchase a colony ship from them.
 

Offline Panopticon

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Re: Children of Sol: Multiplayer Aurora
« Reply #31 on: March 07, 2012, 10:33:26 AM »
It isn't a huge deal that I get the colony ship, I'll get around to building my own eventually and it just gives me more time to ship infrastructure in the meantime.
 

Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #32 on: March 08, 2012, 10:06:30 AM »
SM turn uploaded. Earth regretfully declines sale, citing "insufficient inventory," but believes that the order can be filled "soon."

Oh, I found a new Aurora bug.

The real jaw dropper was that Venus didn't have either technology, so I had to grant it to them via SM. I guess the civilians must have been doing research so...

2059 - Year of the Civilian Dragons
Over the past decade, the Venusian private sector has been working on TransNeutonian spin-off technology, and chose to announce to the world their success: the fundamentals of TransNewtonian Military technology. Taking advantage of the new physics, the Venusians reviled the practical applications of Duranium-laminant portable bunkers tougher than conventional battle-tank armer, and high-energy weapon systems that brings the power of conventional wet-navy destroyer to a compact crew-served weapon package. Combined together, these allow a single entrenched battalion of garrison troops to project as much defensive power as three conventional infantry divisions. Further, since a significant expense is in the weapon and armor systems (which are much tougher than their biological users) trained reserve battalions can easily maintain this new military model at full strength.

When asked 'why' this technology was being shared, the Venusians said it was important to "make things sporting" since, obviously, civilian populations were valid military targets, the local militia ought to have some means of defense. The Venusian's then announced the launch of three commercially owned ships and the formation of civilian mining colonies on Asteroid #2 and Comet #2.

Spy Report: 2054
Code: [Select]
Planet Population SY workers SY size Fleet Size Industry Logistic Labs
Mars 458.1m  2.5m 14,000 115.0 kT 40m 0.5m 8
Earth 458.1m  3.8m 80,500 131.0 kT 43m 1.5m 5
Venus    460.4m    3.2m 49,500 125.6 kT 37m    3.5m 7


Welcome to 2060. Everyone now has the "Garrison Battalion" and "Reserve Battalion" technologies, unless there is some way to "unlearn" an advance. Personal messages coming later today.
 

Offline Panopticon

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Re: Children of Sol: Multiplayer Aurora
« Reply #33 on: March 08, 2012, 10:37:53 AM »
Hehe, good explanation. Perhaps I will adopt that as official policy.
 

Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #34 on: March 11, 2012, 08:46:29 PM »
SM Turn uploaded.

2060 - Year of Colony Riots

Let*Us*Breath!*Let*Us*Breath!*Let*Us*Breath*Let*Us*Breath!*Let...

In 2060 the civilians continued to be productive. The Syndicate Commercial sector established a civilian-mining facility of their own, and the Venusians launched a second shipping line. However, this was old news. Civilian freight transit was entering its third year: and between the Earthlings and Venusians the Sol Shipping demands had been nearly saturated. No, the real news internationally reported was corporate greed and the Titan Riots. Either from communication failures, callous greed, or reasons unknown the commercial Syndicate Cybernetic Transport division had developed a habit of overbooking immigration to the new Titan colony, with depressing results. In a despite plea to stop the export of unsupportable warm bodies, a disgruntled Titan reporter brazenly broadcast reports of the overcrowded conditions across open frequencies. The entire system watched as new arrivals and old fought over sleeping berths and oxygen, leaving thousands dead. Exact numbers are still unavailable, but it is estimated that 1 in 7 of colonists sent to Titan have died. The Syndicate has already banned further emigration from Earth until a remedy can be found.



Detailed Spy Report: 2051 and prior
The detailed reports won't be as uniform as the 5-year ago reports, but will instead contain whatever the SM thinks is most interesting. I'll be alternating 5-year and 10-year spy reports from here out.

Starting Minerals:
Code: [Select]
Mineral Mars Earth Venus
Duranium 100K 0.9 99K 0.9  100K 1.0
Neutronium 66K 0.3  75K 0.5  78K 0.3
Corbomite 20K 0.6  38K 0.3  20K 0.2
Tritanium 56K 0.6  28K 0.3  88K 0.3
Boronide 38K 0.2  22K 0.6  20K 0.6
Mercassium 48K 0.3  94K 0.3  27K 0.7
Vendarite 25K 0.5  38K 0.3  20K 0.2
Sorium    67K 0.8  64K 0.9  88K 0.9
Uridium    40K 0.7  23K 0.5  20K 1.0
Corundium 79K 0.6  28K 0.4  30K 0.4
Gallicite 65K 0.2  23K 0.3  142K 0.2

Code: [Select]
Alpha class Scout    1,900 tons     161 Crew     314.6 BP      TCS 38  TH 75  EM 0
1973 km/s     Armour 1-13     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 2     PPV 0
Maint Life 8.18 Years     MSP 207    AFR 14%    IFR 0.2%    1YR 5    5YR 82    Max Repair 100 MSP

Nuclear Thermal Engine E10 (3)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 94.7 billion km   (555 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
First launched in 2051, the Alpha, a Martian ship, was the first TransNewtonian vessel produced by any of the races. This small high-speed scout was the first ship to survey a non-home-world body. Between its high speed, small signature, and tendency to linger on the outer planets it capabilities remained unverified rumors for a surprisingly long period of time.

Code: [Select]
Prospector class Cruiser    6,650 tons     182 Crew     370.6 BP      TCS 133  TH 250  EM 0
1879 km/s     Armour 1-31     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 35    Max Repair 100 MSP

Nuclear Thermal Engine E1 (4)    Power 62.5    Fuel Use 10%    Signature 62.5    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 541.2 billion km   (3333 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
Taking full advantage of their starting Commercial Shipyard, this Syndicate ship was the second TransNewtonian class launched, also in 2051.

Despite being the first produced, Alpha and Prospector scouts would remain the two fastest vessels for years to come.

Where was Venus? The Venusian Empire at first focused entirely on shipyard expansion, but quickly ran into Neutronium shortages, creating a setback in Fleet production plans. They would not go on to even start construction on a ship until after the Martians announced the success of their Alpha.


Personalized reports coming later.
« Last Edit: March 11, 2012, 08:58:32 PM by sublight »
 

Offline Antagonist

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Re: Children of Sol: Multiplayer Aurora
« Reply #35 on: March 15, 2012, 02:49:44 AM »
((Apologies about the silence lately.))

Administrator Harper looks at his latest report irritably.  "Send me in the Chielf Logistics Officer please." he announces to what seems like an empty room.

Only a few minutes later a slightly older bearded man enters.  "Explain." Harper demands as he throws a report over the table at the newcomer's direction.

"Ah well... it seems..." he begins, pauses, then continues, "There have been some isolated cases where there has been some... fraud... in our colonist emigration lottery system.  Investigating further we found that a virus had infected some of our critical systems for the lottery project.  We had to start from scratch."

"That still does not explain how we had THAT MANY more people on the ships than we had slots available."

"Well, sir... thing is... we only restarted the lottery system after the first round of tickets had gone out.  And then we had some issue with one of our civilian lines transporting 'tourists' with one way tickets and..."

Harper cuts him off, "Fine.  I get it.  Leave." he states simply.

"But sir, its not too late to save some... if we send one of our colony ships soon we could..."

"That would be expensive.  Colonists isn't worth the fuel it would cost us." Harper says simply, "I am simply concerned about the PR and the likelyhood that good skilled citizens will join the next wave, but from the latest polls it seems the people are excited about space travel and won't have something as minor as large-scale death deter them.  Just... see what you can do about sorting out the lottery system for the next wave, okay?  Dismissed."

-----

If a colony ship is still desired, Sol has a spare one.  Special terms at 5% markup.

-----
Colony class Colony Ship    24 800 tons     293 Crew     768.8 BP      TCS 496  TH 500  EM 0
1008 km/s     Armour 1-75     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 19    Max Repair 16 MSP
Colonists 50000    Cargo Handling Multiplier 10   

Nuclear Thermal Engine E1 (8)    Power 62.5    Fuel Use 10%    Signature 62.5    Armour 0    Exp 1%
Fuel Capacity 50 000 Litres    Range 36.3 billion km   (416 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
-----
807.24 BC
414.75 Mercassium
286.44 Duranium
100.8 Gallicite
5.25 Corbomite


That is all.
 

Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #36 on: March 15, 2012, 01:34:03 PM »
2061 - Year of... more Civilians?
Calm. 2061 was calm. The Titan riots were quelled, a colony ship was sold to Venus, and the civilians, eager for space, continued to launch more ships and place additional civilian mining colonies. You might even think every government leader was simultaneously on vacation. More likely they were working hard in their secret labs, or maybe they're trying to draft traffic laws for the increasing orbital traffic in closed door committees. Whatever is happening, few are talking.

Spy Report: 2056
Code: [Select]
Planet Population SY workers SY size Fleet Size Industry Logistic Labs
Mars 483m     2.6m 24,000 115.0 kT 38.6m 2.6m 9
Earth 483m     4.0m 101,500 245.0 kT 43m 1.5m 6
Venus    486m    5.1m 81,500 125.6 kT 34.8m    5.5m 8

Save uploaded. Personal updates outgoing.
 

Offline OAM47

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Re: Children of Sol: Multiplayer Aurora
« Reply #37 on: March 15, 2012, 02:04:36 PM »
Guys, did the pace move?  I know I probably missed submitting orders on the time before last, but by my calculations I still had one day to get this turn in  ???
 

Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #38 on: March 15, 2012, 04:30:16 PM »
Uhm, no, not that I'm aware of. Out of curiosity, what pace did you think we were playing?

Your SM thought the game was 3-days for players with an SM update within 3-days after that. Since it had been 3.5 days since the last update I sort of thought an SM turn was fair game.

If I've been mistakenly too aggressive on the turn updates or people want more time between turns we can slow down the pace, but I had thought the twice-a-week rate was going well.

Oh! And glad to hear from you. I was starting to worry we had lost you. :)
« Last Edit: March 15, 2012, 05:01:30 PM by sublight »
 

Offline OAM47

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Re: Children of Sol: Multiplayer Aurora
« Reply #39 on: March 15, 2012, 05:29:51 PM »
Eh, well, I thought the 3 day mark would be sometime tonight, not an hour before I posted that.

Anywho, yeah, I've been busy, and will probably have to drop.  Plus missing two orders would just throw my OCD into a fit anyway so I couldn't continue.
 

Offline xeryon

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Re: Children of Sol: Multiplayer Aurora
« Reply #40 on: March 15, 2012, 06:44:02 PM »
So sad, it was entertaining while it lasted and I looked forward to the next updates and filler.
 

Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #41 on: March 15, 2012, 08:58:26 PM »
OAM47: Well, don't make a decision without having slept on it. I guess I can see how the missing orders have caused just enough divergence to tweak OCD irritation, but under your control Mars really did take off in a unique direction I had enjoyed watching. If the biggest problem is just time, and the time issue is short term we could easily let you have an extra day or two to catch back up and get turns in.

Everyone Else: Even if OAM47 drops the game won't necessarily end. As long as I have the time to take the turns and at least two players wishing to continue the game will go on. If Mars gets orphaned I'll first offer control of the planet to the first person wanting to join the game, and give the new player a Mars Briefing and extra time to review the situation. If we can't find anyone to play Mars then... then I guess I'll continue Mars on autopilot until someone asks to join or another player conquers them. Oh, please, no offers to take over until someone officially withdraws. I'd prefer to keep my original players as long as they'll keep playing.
 

Offline Panopticon

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Re: Children of Sol: Multiplayer Aurora
« Reply #42 on: March 17, 2012, 04:23:01 AM »
I'm still in, back from vacation and everything, I'll have some form of rp post up in a day or two for fun.
 

Offline sublight (OP)

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Re: Children of Sol: Multiplayer Aurora
« Reply #43 on: March 19, 2012, 08:14:14 AM »
2062 - Year of Martian Anarchy

In a tragic industrial accident the High Chieftain of Mars was mortally injured in a tragic industrial accident, plunging the entire planet into mourning. Not only is the chieftain revered for bringing Mars into the TransNewtonian era, but his untimely demise would bring about a succession crisis in the empire. Indeed, this latter concern was echoed across the entire system as for the first time in years not a single new civilian ship was launched. Already, with the chieftain's recover in doubt, rummers swirl of an impending military coup intended to decisively restore leadership.

No turn received from OAM47. I fear OAM really won't be returning to the game: or at least not anytime soon. If anyone reading this thinks we have a cool game going and might be interested in joining, send me a PM and I'll reply with a link to the save and the Martian password so you can review the current situation.

Detailed Spy Report: 2053 and prior:

Lets meet the leaders! The following individuals have been placed in command as planetary governor for each side.
As of 2053:
Hu'Qubolhat - Governor of Mars. +10% Factor Production bonus.
Andrew Harper - Governor of Earth. +5% Factor bonus, +10% Terrafroming
Milkoghast - Governor of Venus. +10% wealth, +30% Factory, +25% mining, +5% population growth.

In Other News, Mars led the way in TransNewtonian industry conversion, becoming the first to finish converting their industry in late 2053.

Meanwhile, Venus launched not one but two new ship designs.
Code: [Select]
Hecate class Geosurvey Ship    3,800 tons     126 Crew     308.6 BP      TCS 76  TH 125  EM 0
1644 km/s     Armour 1-21     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 51    Max Repair 100 MSP

Nuclear Thermal Engine E1 (2)    Power 62.5    Fuel Use 10%    Signature 62.5    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 473.5 billion km   (3333 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
First launched Fall 2052, the Hecate was late to the Geological Survey race and the slowest too. However, speed is relative and the Hecate would prove itself to be quite capable in its role. 

Code: [Select]
Hecate - Grav class Geosurvey Ship    1,750 tons     142 Crew     322 BP      TCS 35  TH 50  EM 0
1428 km/s     Armour 1-12     Shields 0-0     Sensors 1/1/2/0     Damage Control Rating 2     PPV 0
Maint Life 9.19 Years     MSP 230    AFR 12%    IFR 0.2%    1YR 5    5YR 73    Max Repair 100 MSP

Nuclear Thermal Engine E10 (2)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 205.6 billion km   (1666 days at full power)

Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
While the Venusian's may have been the last to launch a Geological survey ship, they were the first to launch a Gravitational Survey ship. The Hecate - Grav was originally intended to feature commercial engines, but at the time their military yard was small enough that the dragons were faced with the choice of reasonable speed, fuel efficiency, or waiting a couple years. The Venusians picked speed.


And lastly, research divergence. As of December 31, 2052, all races had completed Active Scanner 10 but had diverged from there. Venus had researched Grav Sensors. Earth had developed Cryogenic Transport, and Mars 10cm infrared lasers.

2063 awaits.


Edit: Mars Vacancy filled. SM turn postponed.
« Last Edit: March 22, 2012, 07:28:57 PM by sublight »
 

Offline Panopticon

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Re: Children of Sol: Multiplayer Aurora
« Reply #44 on: March 23, 2012, 01:25:36 AM »
[ooc]Wow, I just now noticed how comparatively awesome my leader is, the RNG was kind to me there. [/ooc]