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Author Topic: The Hive Spire - A Game about building and running an Arcology against all odds  (Read 8859 times)

Ghazkull

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I wanted to do this for a very, very long time, but never could figure out a ruleset for the game which quite fit what i wanted to do.

Well no more, here goes:

Welcome to Arcology 1, the first Arcology created in human history and also the showcase of how humanity was supposed to live at some point. Several hundred years after its construction we still haven't managed to even get a miniscule amount of the total population of Earth to live in them. That ends now, The High Bureaucracy has to find new homes for refugees fleeing from the Far Marches since the beginning of the war and has decided to revive the Arcology project.

You people were unfortunate enough to be put in charge of keeping it running.


Arcology 1 is currently what everyone ever hoped such a thing could be: an utterly autarkic paradise. Unfortunately it has only homes for ten-thousand people and those have been filled by hereditary families since the inception of this place. Well not much longer. The initial wave of refugees numbers well over one-hundred thousand destitute refugees fleeing from he far reaches of space. And you have to figure out how to house them.

Name of Arcology 1:

The problem is that there isn't much space anymore to go into the width. Surrounding Arcology 1 is a clusterfuck of human civilization, local landscape features and an ocean, forcing you to build upwards.

What this means in practice is that you can build up to 5 blocks in width before having to build upwards. You might be able to build more in the width at a later date for now that is all you get.

Matters are getting vastly complicated however as you build upwards, for not only does the weight of buildings causse pressure and thus the danger of entire levels collapsing upon each other, but as you build exceedingly higher heat also becomes a problem. With million and billions of people in one place, with engines and power plants and gods now what else, all generating excess heat energy, you can imagine that it has to go somewhere. In our modern society it goes upwards...but here upwards means into other buildings. the Danger of fire becomes very, very real.

But your fortune is also tied to the goodwill of the more important inhabitants of the Arcology, The High Bureaucracies lackeys and more groups of interest which will become more important later.

To make matters more confusing and !!fun!!, you can only build 5 blocks per turn, but you have additional actions available to use upon non-building actions. These building and various other orders will be taken on the first come first serve basis, because each of you can only take one action. These actions have to be taken independently. And while you can plan amongst each other, you shouldn't blindly follow other players ideas and actions, because they might steal your credit (something that will become far more interesting later on).


For now this is what you are looking at:

Spoiler:  Issues this turn (click to show/hide)

Spoiler:  General Information (click to show/hide)

Spoiler:  The Arcology (click to show/hide)


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NUKE9.13

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Questions:
-How much heat do our building options generate? What is the max heat tolerance of a building?
-Are there additional Cred costs for building upwards? Do we have to fill out the level below before starting a new one?
-Is there a reason that Slums have the same population density as an Arcology? I'm not saying we should pack the lower classes into them like sardines... just saying we could.
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Ghazkull

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1. You will have to find that one out ;) but here is a tip: higher density = higher heat (aka more people = more heat)
2. nope and nope
3. Indeed you could...

As for collapses and fires, don't worry things are supposed to go pearshaped regularly.
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NUKE9.13

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Mmkay.

So, is this okay:

Reform: Slum Fabrication Standards: We cannot eliminate Slums- not yet, anyway. We might as well regulate them. These guidelines will ensure that slum buildings are constructed with a modicum of structural integrity in mind, whilst also using space more efficiently. The intended result is increased safety and population density for Slums.



Suggestions for building this turn: put an Arcology on top of the Arcology. Otherwise it's going to get covered in Slums (which construct themselves automatically), and the High Society will be upset.
Also, remember to build a farm, and remember to build it on the second level (not on top of the Arcology), so that it will receive sunlight. One farm should be enough.
« Last Edit: October 10, 2017, 02:24:36 pm by NUKE9.13 »
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10ebbor10

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Okay, let's see.

We need 9 Hab blocks/Slums, a new Arcology and a Farm. That means that building that extending the Arcology upwards will not be sufficient. We need to build something on top of the Arcology, then build on top of that. That is assuming that Nuke's order doesn't work.

Meanwhile, I suspect we'll be leaving a trail of Arcologies below us as we build upwards. Since they do nothing but cost money to construct, let's change that.

Reform : Acquired Citizenship As the Arcology moves upwards, so does high society. Old Arcologies are left abandonned in their wake. While certainly useless, it is considered of a waste to just puts these societies open to the general public. Instead, we offer those immigrants with the skills and means to do so the opportunity to purchase access to these dwellings.
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Maximum Spin

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Reform: Advanced Green Recycling
After the smashing success of Advanced Red Recycling and Advanced Yellow Recycling in test markets, newly-designed Advanced Green Recycling will allow slumshabitation blocks to produce an extra +1 food per 2k people through TOTALLY SAFE and ENVIRONMENTALLY FRIENDLY biomass recycling operations, effectively halving their food cost. Requires the construction of one Biomass Recycling Plant for every 100k population served, for the low low price of 10 credits and 2 credits upkeep.
« Last Edit: October 10, 2017, 11:28:19 am by Maximum Spin »
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Ghazkull

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FYI: you can build BELOW things too...that however comes with the risk of causing collapses, but yeah entirely possible to keep those arcologies at the very top of the spire by building below them. You can also freely dismantle buildings by replacing or outright removing them (some exemptions apply)

EDIT:

@Nuke Slums are beyond your control so giving them standards is impossible. They basically only happen if people have nowhere to live.

@Maximum Spin, action is also impossible, it can be attached to habblocks though ;)
« Last Edit: October 10, 2017, 11:18:40 am by Ghazkull »
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NUKE9.13

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@Nuke Slums are beyond your control so giving them standards is impossible. They basically only happen if people have nowhere to live.
Ah. Well, you can understand my confusion:
-Is there a reason that Slums have the same population density as an Arcology? I'm not saying we should pack the lower classes into them like sardines... just saying we could.
3. Indeed you could...
Suggesting that it would, in fact, be possible to modify slums to increase their population density.

But okay, not possible. In that case,

Reform: Design Medium Density Hab Block: The Hab Block leaves a lot of space unused. This improved design utilises space more efficiently, increasing population density.
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Maximum Spin

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@Maximum Spin, action is also impossible, it can be attached to habblocks though ;)
Heh, I originally planned to say both, but decided that might be overpowered... well, consider it modified, then. (which I will now actually go do.)
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Ghazkull

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@Nuke apologies, horrible explanation by me. What i meant was yes you can increase the population density of slums but you cannot increase their heat effectiveness or pressure ratings.

Basically all you can do is force people to settle even closer together.
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helmacon

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My action will be to Build an Argi block At the very edge of the spire

We are going to have to feed the huddled masses after all.

(What benefit do hab blocks actualy provide over slums? Currently, they appear to do the same thing, but are more expensive.)
« Last Edit: October 10, 2017, 05:25:27 pm by helmacon »
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NUKE9.13

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If you build a farm next to the Arcology, it's going to get covered in Slums and not produce any food.

Presumably Hab Blocks are safer, and give a higher QOL.
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helmacon

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Well, I can't build it anywhere higher, except if I build it on top of the arcology. I can't do that because we are supposed to keep that at the top. Someone build a hab block or something and I'll put my Agri block on top.
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10ebbor10

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Technically, farms can (in defiance of the laws of thermodynamics) use heat to produce food.
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NUKE9.13

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Mushroom farms, perhaps?

I don't know how much heat our buildings produce, but I doubt they produce enough to run a farm. If they did, why mention the sunlight thing, since there is no way not to surround a farm with enough heat producers? No, I think we'll need to wait for higher-density habitation, or some manner of industry.
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