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Author Topic: The Hive Spire - A Game about building and running an Arcology against all odds  (Read 8910 times)

Madman198237

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You don't understand---the maintenance center should give us additional bonuses to maintenance. Yes, we should have ductwork---this gives us a center for things like fans, central AC (Which is a hilarious concept in such a large building, but w/e), and MOST IMPORTANTLY, a base from which workers can maintain structures. Lots of positive benefits can be extracted from this setup.

As for preventing slums---if we sardine-squeeze several tens of thousands of people into these new modules every turn, we won't have people building slums as we desperately build Habs to keep up. We'll have people squeeze into the Immigration Units (I'm going to go rename them now...), then at the end of the turn when the Habs are built they get out of them.
---Sorry, my brain is too tired to explain this well, but suffice to say we have obvious evidence that people arrive before/during construction, and so we need such a stage to help achieve our High Society goals.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

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You don't understand---the maintenance center should give us additional bonuses to maintenance. Yes, we should have ductwork---this gives us a center for things like fans, central AC (Which is a hilarious concept in such a large building, but w/e), and MOST IMPORTANTLY, a base from which workers can maintain structures. Lots of positive benefits can be extracted from this setup.
Your parenthetical right there is pretty much why I dislike the idea. But it applies not just to central A/C but to the entire concept. Especially since we have to assume that the upkeep costs already apply to this, and that the arcologies are indeed self-sufficient in terms of maintenance, etc. Maintenance tasks should be distributed throughout the building.

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As for preventing slums---if we sardine-squeeze several tens of thousands of people into these new modules every turn, we won't have people building slums as we desperately build Habs to keep up. We'll have people squeeze into the Immigration Units (I'm going to go rename them now...), then at the end of the turn when the Habs are built they get out of them.
---Sorry, my brain is too tired to explain this well, but suffice to say we have obvious evidence that people arrive before/during construction, and so we need such a stage to help achieve our High Society goals.
I understand that this is your plan, I'm just pretty sure it's not going to be enough, and we're at the very least liable to still rack up Abandoned Slums which we need to get rid of. And yes, obviously I could have picked something less dangerous than "burn then away", but that's just my style.
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Madman198237

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Your style, had it not been too late, would've had the entire spire burning down in turn two. Please, don't. Yes, we will have abandoned slums, but when those are gone THEY'LL BE GONE. No new ones will be built, because we'll be containing refugee waves for a turn before they can/need to build new slums. Problems solved.
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Taricus

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Well, I have a feeling that abandoned slums will just be filled up right again, so worrying about them being abandoned is fruitless.
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Not only that, I have every feeling new ones will continue to be produced as our immigration depots are quickly filled to capacity. Like in real life!

Besides, the entire spire won't burn down instantly the first time we turn it on. That's not only unrealistic, it's obviously contrary to the setting. There's also no reason we'd activate any until we're ready.
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10ebbor10

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Build Action: Build a Hab Block
Level 7: __A__
Level 6: __H__
Level 5: __H__
Level 4: __H__
Level 3: __HSS
Level 2: _SHSS
Level 1: FSHSF
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Kashyyk

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Build Action: Build a Hab Block
Level 8: __A__
Level 7: __H__
Level 6: __H__
Level 5: __H__
Level 4: __H__
Level 3: __HSS
Level 2: _SHSS
Level 1: FSHSF

Whoever goes next ought to stack another farm on the left, then we should be good.
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NUKE9.13

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Build Action: Build an Agri Farm Block
Level 8: __A__
Level 7: __H__
Level 6: __H__
Level 5: __H__
Level 4: __H__
Level 3: __HSS
Level 2: FSHSS
Level 1: FSHSF

Doing my part for the Great Plan. And hey, aren't those increased capacity Hab Blocks great? Whoever designed them deserves a raise. 
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VoidSlayer

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damn, someone got to it before me.  Um, we really should have been making a paste fabricator.  Oh well.

Kashyyk

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Why? Farms are better in pretty much every way.
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10ebbor10

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I don't see any reason to do that.

They're more expensive than farms, and only produce just as much. Given that we basically have infinite space on the outer edge of the Spire, we can just keep adding farms.
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NUKE9.13

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I mean, don't get me wrong, I love me some nutrient paste. But yeah, since farms work on the edge of the spire (which I don't think they should, but w/e), nutrient paste is pretty much useless.
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VoidSlayer

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Except they need heat or light, how are we going to provide enough of both for everyone!  One nutrient paste place provides 100 food and only costs 20 credits of maintenance when we get 100 credits taxes from everyone in the hab blocks they can maintain.

Farms dont work on the outer edge.  We had 2 farms and only got 100 food.

Level 4: __A__
Level 3: __HSS
Level 2: _SHSS
Level 1: FSHSF

Working farm is bolded.

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I do want to add that I'm prepared to argue strenuously in favour of improving the paste factory's attributes so that there would be an actual point to its existence. If nothing else, the amount of food they can produce should be increased, or maybe made into a linear function of population (like my original suggestion), since more people means more waste to recycle.
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10ebbor10

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We have 100 excess food. Both farms work
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