Newb questions!

Discussion and questions regarding the game rules
Caldoss
Caldoss
Chriz
Chriz
Fedor
Fedor

Newb questions!

Post Caldoss » Fri Jan 04, 2013 1:52 pm
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Caldoss
 
Hi there!

I apologise that my first post will be filled to the brim with newbie questions on system creation. My system proposal's nearly done, but there's a few things I don't yet understand. Help would be appreciated!

Question 1: Are all terrestrial worlds allowed to have a climate? Or only goldilocks worlds, which apparently are allowed three? What about goldilocks moons and hot/cold worlds?

Question 2: How does power generation 'work'? Since I intend to have one very high-population orbit and maybe some outposts, power transfers from other worlds are simply critical. Do I need to have anything built on a world on a world to transfer power from it? Or can I just transfer power from unpopulated worlds with nothing on them?

Question 3: I understand that one developed zone can support 1.0 (:pop) - but is it the other way around too? Do you need 1 (:pop) to operate a zone? Since some people /appear/ to have zones but not people on the worlds that have them. (Automation, perhaps?)

Question 4: What, if anything, are the restrictions on placing (:pop) on a world? Can population be placed on terrestrial worlds that do not support natural life? Can they be placed on terrestrial worlds that could not support natural life?

If I know the answer to these questions, I think I can wrap up the app.
Post Chriz » Fri Jan 04, 2013 2:21 pm
Chriz
 
Hi there, welcome :)

You are going straight to an economical world?

Q1: Climate rules: "Any Goldilocks (:gold-orbit) planet with an atmosphere may have up to three climates."
I clarified these rules to: Any Goldilocks (:gold-orbit) orbital (planet and moons) with an atmosphere may have up to three climates.

Q2: Power rules: Power is produced by the sun and received per orbit (base power). Furthermore you get extra power from gass giants and power zones. Power is always available per orbit. Even if the orbit has no developed / occupied zones the power can be transfered to other orbits.

Q3: Population rules: The 1.0 (:pop) is the normal limit that a zone can hold. A zone does not need any population to operate. Since we are using a Star Wars setting it is easy to travel between planets in your system, due to automation and technology you don't need that many people to operate industry zones (Since the system is an abstraction we do not say anything about this). Population is noted in billions and we only note the location where the population lives.

Q4: You are limited to 1.0 (:pop) per developed zone. (You can only house population on a zone that has infrastructure) The only rule we have about populations and atmospheres (and natural life which is required for a high quality atmosphere) is that population grows faster in an Type I or Type II Atmosphere.
Check out the effects on sentients: Atmosphere rules. I can add to this list that no atmosphere means space suits are required to survive.

I hope this answers your questions. If there is anything else do not hesitate to ask.
Player of the Praetorian Empire
Post Caldoss » Fri Jan 04, 2013 2:26 pm
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Caldoss
 
Yo there!

Yep. I want to develop the economy for realism's sake. The details will be incorporated in the RP aspect of my app. Two small follow-ups:

Q1: Do I understand you correctly that non-goldilocks worlds can not have climates then?

Q4: Are space suits a special technology that I cannot have at the start? Or is this a RP abstract?
Post Fedor » Fri Jan 04, 2013 2:30 pm
Fedor
 
Q1: Currently I don't think you can, but you could propose a technology that could be researched by which someone can terraform climates on to non-goldilocks worlds.

Q4: This would be an RP abstract, you would just say that they have space suits.
Post Caldoss » Fri Jan 04, 2013 2:31 pm
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Caldoss
 
Alright. That works. *typetypetype*

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