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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818887 times)

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11865 on: October 18, 2012, 07:04:05 am »

You can indeed make an entire civilization mobile.

It will be incredibly expensive though, and the ships will be HUGE.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11866 on: October 18, 2012, 07:11:04 am »

Shore leave requires 1 million pop.

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11867 on: October 18, 2012, 07:13:00 am »

You'll need cryo pods as well, because you can't actually store population on a ship, you store "cargo" of people.  I think a cryo pod is 10k people?  So you'll need 1:5 for OH and Cryo.  Doing this, you should be able to load your ship with colonists, then abandon colony.

There's... several problems with this, but three are most notable.  1: Upkeep cost will be outrageous, so you'd have to turn off maintenance.  2: It will probably be too slow to catch up to many planets, so you may have to go after asteroids with orbit turned off, or fly the opposite orbit from the planet and try a "head on" approach instead of "chase" approach.  3: If you do make it fast enough to do anything, your fuel consumption will be astronomical.

Do also keep cargo in mind.  5 pods are needed to move most structures.  25 pods are needed to move large structures like research labs and terraforming facilities.  You'll also need to carry your wealth on your back, so mineral cargo will be a concern as well.  50k population doesn't support much either, I don't think it will man even one lab, and I think a single mine uses 10k.  In the end, you're looking at a ship the size of a planet when you account for living space, cryo pods, cargo pods, and massive massive massive fuel tanks.  Population considered, you'll probably want to mount asteroid miners and sorium harvesters as well, because I believe they're actually more size-efficient than the cargo pods and population required for a mine/fuelery.

This ship would take, probably, on the order of centuries to produce.  Thankfully the OH makes it possible to construct it with Industry instead of Shipyard.

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11868 on: October 18, 2012, 07:35:24 am »

Shore leave requires 1 million pop.

That is actually wrong, but since Steve said it, nobody can be blamed for not knowing it's wrong.  I can personally confirm 100K colonists is enough, I'll be checking the 10K shortly.

EDIT: Yup, population of 10K colonists is enough.

Oh, and if I were to create a fully-mobile population, I'd exploit the Fast OOB extensively.  My goal would be to start mobile, not end up that way after many years.

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11869 on: October 18, 2012, 07:40:49 am »

Shore leave requires 1 million pop.

That is actually wrong, but since Steve said it, nobody can be blamed for not knowing it's wrong.  I can personally confirm 100K colonists is enough, I'll be checking the 10K shortly.

Oh, and if I were to create a fully-mobile population, I'd exploit the Fast OOB extensively.  My goal would be to start mobile, not end up that way after many years.
I meant expensive in upkeep and maintenance. Assuming you aren't turning maintenance off. If you are, I guess it's fine. Just remember that you will have no wealth income while your population is not in a colony, and you will have absolutely no trade if you have only one populated colony at a time so you should bring/build a lot of financial buildings.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11870 on: October 18, 2012, 08:05:58 am »

Shore leave requires 1 million pop.

That is actually wrong, but since Steve said it, nobody can be blamed for not knowing it's wrong.  I can personally confirm 100K colonists is enough, I'll be checking the 10K shortly.

Oh, and if I were to create a fully-mobile population, I'd exploit the Fast OOB extensively.  My goal would be to start mobile, not end up that way after many years.
I meant expensive in upkeep and maintenance. Assuming you aren't turning maintenance off. If you are, I guess it's fine. Just remember that you will have no wealth income while your population is not in a colony, and you will have absolutely no trade if you have only one populated colony at a time so you should bring/build a lot of financial buildings.

Even with maintenance on, you don't pay maintenance for civilian vessels.  Finances shouldn't be that big of a deal: You're also not paying for much of anything while you're mobile.

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11871 on: October 18, 2012, 08:17:59 am »

Shore leave requires 1 million pop.

That is actually wrong, but since Steve said it, nobody can be blamed for not knowing it's wrong.  I can personally confirm 100K colonists is enough, I'll be checking the 10K shortly.

Oh, and if I were to create a fully-mobile population, I'd exploit the Fast OOB extensively.  My goal would be to start mobile, not end up that way after many years.
I meant expensive in upkeep and maintenance. Assuming you aren't turning maintenance off. If you are, I guess it's fine. Just remember that you will have no wealth income while your population is not in a colony, and you will have absolutely no trade if you have only one populated colony at a time so you should bring/build a lot of financial buildings.

Even with maintenance on, you don't pay maintenance for civilian vessels.  Finances shouldn't be that big of a deal: You're also not paying for much of anything while you're mobile.
Cool, well let us know how it goes and definitely share your designs.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11872 on: October 18, 2012, 11:37:22 am »

Shore leave requires 1 million pop.

That is actually wrong, but since Steve said it, nobody can be blamed for not knowing it's wrong.  I can personally confirm 100K colonists is enough, I'll be checking the 10K shortly.

Oh, and if I were to create a fully-mobile population, I'd exploit the Fast OOB extensively.  My goal would be to start mobile, not end up that way after many years.
I meant expensive in upkeep and maintenance. Assuming you aren't turning maintenance off. If you are, I guess it's fine. Just remember that you will have no wealth income while your population is not in a colony, and you will have absolutely no trade if you have only one populated colony at a time so you should bring/build a lot of financial buildings.

Even with maintenance on, you don't pay maintenance for civilian vessels.  Finances shouldn't be that big of a deal: You're also not paying for much of anything while you're mobile.
Cool, well let us know how it goes and definitely share your designs.
Actually, I wasn't intending to start up EuchreJack's Travelling Circus, but now I'm tempted.

One interesting question: Should the fleet have a Jumpdrive big enough for everyone to transit, or should they rely upon Jump Gates?  I've been experimenting with jump drives, and it's not as expensive as I originally thought, provided many smaller crafts are used (it has the advantage of avoiding overflow errors also).

Second major question: What should the military escort look like?  I'd imagine it would consist of several smaller vessels, as maintenance will still effect them, but smaller craft are easier to maintain.  Then comes the question of missiles and fighters.  While both can help a fleet immensely, they'd need to be replaced, which shouldn't be too bad with a few stops.

TwilightWalker

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11873 on: October 18, 2012, 01:16:03 pm »

Part of the escort should obviously be a massive space carrier attached to the main habitat, that can detach and transform into a giant robot :p
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11874 on: October 18, 2012, 01:34:04 pm »

Part of the escort should obviously be a massive space carrier attached to the main habitat, that can detach and transform into a giant robot :p

I would love to do that, but Aurora doesn't allow mechas of any sort.

For scenario, I was thinking "Eviction from Earth".  Basically, I create the armada, load up what I can, then delete the Earth Colony and replace it with an NPR.

Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11875 on: October 18, 2012, 01:38:35 pm »

Part of the escort should obviously be a massive space carrier attached to the main habitat, that can detach and transform into a giant robot :p
"Get your hands off my beloved habitat, PUNCH"?
And I could probably put something about enormous spaceships but the joke would be too long.
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TwilightWalker

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11876 on: October 18, 2012, 02:03:06 pm »

Actually, something more like this. For those not in the know, post the original Macross series, most of the series deal with the colonization fleets Earth sends out post-war. Central to each of these fleets is a New Macross class ship, which is a 2-part battleship and civilian habitat. Interesting stuff.
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Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11877 on: October 18, 2012, 02:13:40 pm »

Well, there's a new word for "words that are awesome to say". It would probably be better if I could actually roll my Rs though.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11878 on: October 19, 2012, 06:01:57 am »

There's... several problems with this, but three are most notable.  1: Upkeep cost will be outrageous, so you'd have to turn off maintenance.
This is only the case if you add components that would make it a military design. Orbital habitat and cryo pods are both non-military, so as long as you use commercial engines you won't suffer from maintainance costs.

Do also keep cargo in mind.  5 pods are needed to move most structures.  25 pods are needed to move large structures like research labs and terraforming facilities.  You'll also need to carry your wealth on your back, so mineral cargo will be a concern as well.  50k population doesn't support much either, I don't think it will man even one lab, and I think a single mine uses 10k.  In the end, you're looking at a ship the size of a planet when you account for living space, cryo pods, cargo pods, and massive massive massive fuel tanks.  Population considered, you'll probably want to mount asteroid miners and sorium harvesters as well, because I believe they're actually more size-efficient than the cargo pods and population required for a mine/fuelery.

The requirement for cargo space is no longer 5 holds per installation as of version 6.0, but 1 hold. Steve created a new cargo hold that will carry a standard installation in one go. The old cargo holds have been retained but renamed as small cargo holds.

Trying to put everything on to one ship does quickly make it impractical for use, thats why you build a fleet instead, particularly as things such as fuel harvesters and asteroid miners need to be in different locations to operate.

One thing to note if you are going for a mobile society, research is tied to the specific colony the research labs are on. So you can't do some research towards a tech, pick up and move on to the next planet and then resume from where you had reached, you will have to start over from scratch again.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11879 on: October 19, 2012, 06:07:01 am »

I should mention that RedKing is running a BSG-like setup, with a fleet on the run. You might want to read that.
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