sheff
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Post by sheff on Apr 23, 2015 8:53:16 GMT -5
Im going to present that as a possible option. If we can get the tradeways, that'll be a massive boost to income.
Starports are a good idea, but upping the exchanges is cheaper I think. Starports take a lot of cp that we don't really have.
Yes en1gma, we're willing to do that, in fact, I was going to suggest it. With the extra tp, that are immune to faction politics for the most part, our income will be such that even subsidizing larger projects will not be an issue.
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Post by CdrPlatypus on Apr 23, 2015 10:41:51 GMT -5
A man in a fine overly pressed and starched suit walks in carrying a data pad. Representative @rearick , I am CreditSama, CPA from Templar Command's ministry of economics. I understand you wanted to go over your factions holdings. *gestures at data pad* Lets start with the basic colony ledger:
Moklumnue Prime: Population 4/7 Upgrades 14/28 Factories (CP) 4/4 Mining 6/18 Morale 10 $ +136/-104
Flamesong Population 1/1 Upgrades 2/8 Factories (CP) 1/3 Mining 0/8 Morale 10 $ +44/-20
Theobroma-C Population 1/1 Upgrades 1/6 Factories (CP) 1/1 Mining 0/17 Morale 10/10 $+54/-10
Now then let us review the 2 future investments you have expressed interest in.
Space Colonization 1 (unlocks starport 4) 9 Turns to Reasearch Starport 4 Provides 3CP, 3 pop, 1 mine, 5 spice, +2 research Build Cost 50CP + $1500; maint $40/turn
Moklumnue 1 (unlocks orbital trade-way 1) 18 turns to research +6 TP Build cost 25CP + $600; maint $35/turn
I hope this information helps you. Looking at the 2 Orbital Tradeways look like a powerful money maker for a relatively low build cost. On the other hand Starport 4 is a significant investment of resources, but it provides a substantial amount of basic infrastructure without using arable land. Choices I leave to you. now if you'll excuse me I have another appointment to attend to. *whoosh*
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Post by En1gma on Apr 23, 2015 10:48:57 GMT -5
sheff I'm glad to hear it. Please feel free to tag us by putting an @ before our names- this will ensure we receive your missives.
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Post by Deleted on Apr 23, 2015 11:39:18 GMT -5
Now then let us review the 2 future investments you have expressed interest in. Space Colonization 1 (unlocks starport 4) 9 Turns to Reasearch Starport 4 Provides 3CP, 3 pop, 1 mine, 5 spice, +2 research Build Cost 50CP + $1500; maint $40/turn Moklumnue 1 (unlocks orbital trade-way 1) 18 turns to research +6 TP Build cost 25CP + $600; maint $35/turn This was some great information on our colonies and future choices. I love that our colonies even at a low level are contributing to the empire in terms of financial resources. Now we just have to make choices that don't screw that up. Looking at the above two options for future build goals, it seems apparent to me that we want both of these on our both our colony worlds. So we just need to decide how to get there. Another point I'd love to make is that our poor rolls on worlds are really pushing us towards the planetary side of research. We need Factory 2 and Mine 3 as soon as we can get them. Looking at the Exchanges (details below), I think on our new colonies it's not worth taking up valuable land yet to get them. I would rather build either the Starport 4 or the Orbital Tradeway 1 before moving on exchanges for those worlds. I think that when we submit our proposals to the Templar for these worlds I don't want to go too far too fast and fill up the quality with buildings that will need to be demolished later. If the empire does end up researching Faction Politics 3 I've changed my mind and now support upgrading of our exchanges based on the comparison below. Exchange 2 adds the most in terms of raw finances to our colonies and provides a modest boost in research that would allow us to get to the tech levels we need for our small colonies faster. Exchange 1 (assuming TP=$15 only adds $5/turn) 1 EP 2 TP 1 research 20 CP $250 maint $25/turn Exchange 2 (assuming TP=$15 adds $20/turn) 1 EP 5 TP 2 research 25 CP $600 maint $50/turn Exchange 3 (lots to research between here and there, but assuming TP=$15 adds $10/turn) Entertain 5 1 EP 6 TP 3 research 50 CP $1000 maint $70/turn And to be clear, my vote is for us to first research our faction tech followed by Space Colonization 1. This will allow us to invest in infrastructure for our colonies that will allow them to flourish while also contributing to the empire's bottom line. I think we can promise the other factions the moon to ensure that we get this.
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Post by Deleted on Apr 23, 2015 12:48:17 GMT -5
On a related note, I want to take up the matter of our next colony. Slayer's Folly lies close to our worlds and could make an excellent addition to our economy. Right now, we're not handicapped by our poor rolls but we will be soon, so initiating another colony and trying our luck again seems like a good idea to me now so it can catch up. I think if we are allowed to pursue a new colony ship right away, we gain in time more than what we would gain by waiting for a colony module 2.
I'm not sure if this kind of decision needs approval of the council, but I think that we should either get another colony ship right away or research our faction tech as compensation for our bad rolls. Each of these choices will allow us to continue fulfilling the role that the empire needs us for in making lots of money.
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 23, 2015 17:19:14 GMT -5
We'll bring all of this to the council. We must work together. However, here is the dilemma. Our CP. We don't have much. Until the initial building is done on our colony, we have very limited CP. In view of this, a starport would cost 13 turns on our prime world, whereas the Tradeway is a 6 turn investment. However, the research times indicate that we could almost have SC1 researched and a starport built before we started one of our tradeways right now. I agree that we'll need an additional colony ship. But we'll have to see how the council feels on this matter. Since we are much like the toronto maple leafs right now, without a scouting department, we can't really know what we're getting into. I would favour reversing your order. Basically, if we research SC1, build a starport, it's still quicker than Mok1 and then tradeways, plus, the other factions get the benefit too. Then, since we'll have the additional research and CP, we try for MOK1 and tradeways, our colonies will be in a position to build them right away. Something they are not prepared for now. @officer Genious CdrPlatypus Do you have any opinions to share?
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Post by Deleted on Apr 23, 2015 18:40:11 GMT -5
That's fine by me, I think I'm mostly concerned that if the council is ready to endorse our faction tech now, we should jump on it, because they may not want to do it in 9 turns when Space Colonization 1 completes.
Also, I don't totally care what we build on our prime, I'm mostly concerned with getting the tech to build the appropriate upgrades on our colonies to keep them profitable long term.
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sheff
Star Hero
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Posts: 503
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Post by sheff on Apr 23, 2015 19:30:01 GMT -5
They will want it. No other faction tech will give us the money that ours will. Zenrin and Alta Mesa will need the maint income just to build their fleets to Xeno level.
I'll address the council.
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Post by CdrPlatypus on Apr 23, 2015 20:06:36 GMT -5
sheff Your prime colony will be the last place you want to stick a starport 4 on because the prime starports are almost as good and have a much lower maintenance cost. You should be considering build times on your expansion colonies. The final choices are up to you btw. Templar trying his best not to meta game the game he is GM-ing.
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Post by Deleted on Apr 23, 2015 20:53:03 GMT -5
You should be considering build times on your expansion colonies. Great advice. Took the words out of my mouth. Assuming we can get our colonies up to 3 CP, I think that a Starport 4 will be necessary on our quality 6 world. Then we're looking at 17 turns to construct assuming all goes well and people decide it's a nice place to live. Then we'll need a Tradeway up to cover that increased cost. The total of 26 turns to research and construct the starports (again assuming everything goes well) means that we'll need Tradeways ready to go up right away. Even so that's another 8-9 turns that our colonies would probably be running a deficit but we'd come out the other side ready for anything. From the word on the street it sounds like Zenrin isn't in a "giving" mood quite yet. So that means to accomplish our plan we'll need Alta Mesa's vote. Councillor En1gma? So good of you to join us. I believe you were just getting ready to share with us about how you support our recent proposal. We are so grateful. Is there anything we can do for you while you're here?
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Post by En1gma on Apr 23, 2015 21:06:48 GMT -5
My faction has been silent of late, so I come alone. I am not thrilled that we must push for your first Faction Tech before our colonies are fully sufficient. I have already addressed the Council of my concerns, but I strongly urge you to get ALL three factions on board with this. This is possibly going to break our civilization, and I urge you to FULLY consider gaining the approval of the Zenrin Clan, as this will affect all of our fates, not just our two Clans.
Therefore we will back this proposal, if the Zenrin believe it to be our best route. This is not a decision to be made lightly, and looking at the big picture, we could very well doom ourselves. Something like this deserves to be unanimously ratified, not just a simple majority. I hope you understand, and I'm sorry if this wasn't what you were expecting to hear.
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 23, 2015 22:20:20 GMT -5
You should be considering build times on your expansion colonies. Great advice. Took the words out of my mouth. Assuming we can get our colonies up to 3 CP, I think that a Starport 4 will be necessary on our quality 6 world. Then we're looking at 17 turns to construct assuming all goes well and people decide it's a nice place to live. Then we'll need a Tradeway up to cover that increased cost. The total of 26 turns to research and construct the starports (again assuming everything goes well) means that we'll need Tradeways ready to go up right away. Even so that's another 8-9 turns that our colonies would probably be running a deficit but we'd come out the other side ready for anything. From the word on the street it sounds like Zenrin isn't in a "giving" mood quite yet. So that means to accomplish our plan we'll need Alta Mesa's vote. Councillor En1gma? So good of you to join us. I believe you were just getting ready to share with us about how you support our recent proposal. We are so grateful. Is there anything we can do for you while you're here? Sorry, what I said may not have been written properly, but I was more concerned with the clonies ability to build. Right now, it would take forever to build these ancillaries. We'd need the time and extra CP there before we start researching Orbitals. On our Prime world we get 4 CP, but we're not even close to that yet on the others. A starport on the colony worlds would put us in a better position to build and take advantage of our unique buildings. Fifth time I've editted for spelling...
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Post by CdrPlatypus on Apr 23, 2015 23:23:55 GMT -5
Fifth time I've editted for spelling... Don't worry i do the same thing
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Post by ntsheep on Apr 25, 2015 13:59:47 GMT -5
There has been some great debates about what to research next. Just wanted to drop in and say we are more than open to any ideas in the Zenrin chambers. Please feel free to drop in with your proposals anytime.
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 26, 2015 2:52:37 GMT -5
We have a problem.
The Xeno are here. Once again they threaten our profit margins. The Templar seem to be under the impression that they were not seen. We have the advantage of surprise this time. We have been chased from our homes before, but this time we make a stand. Enough running.
I've taken it upon myself to give the build order for a fighter squadron. This will give our three systems defensive capability.
If we are to make a stand, the infrastructure of our world must be to prosper. We've negotiated with the Zenrin to ship them massive amounts of MOK Cola at a reduced price. Apparently, Zenrin morale is even better when they are loaded with the tasty goodness of triple distilled spice espresso. Good taste that bunch.
Gundamgoth, there is a red giant nearby our systems. We are going to request rights to colonize it in the future. Before we put this before the great clan council, do you have any objections?
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