Basic Research

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Basic Research

Post  Siggmund on Sat Apr 11, 2009 8:58 pm

Research is how your people learn more about your surroundings, your situation, and how to adapt it for the better.

There are 2 steps to research: First, you'll need to manufacture the research supplies to conduct the research. You can find those under MANUFACTURED ITEMS, above.

Afterwards, you will need to spend the research supplies to a topic, and task population to study the topic for a set amount of time.

Right now, only 2 types of research are available: The first is Basic.

Basic Research: Basic Research is where your faction attempts to re-establish the lost technologies of Sol. Along the way, you may discover some things you didn't expect to...

There are many technologies to rebuild, and coming to the end of them will likely lead to even FURTHER questions. However, that's half the fun, isn't it?

Technologies have various levels: Typically, these range from 1-5. You will need to reach a previous level in a technology before you can go to the next level(i.e. You need to research level 2 before level 3, etc)

To reach a new level X, you must pay X-1 Basic Research supplies, and spend X seasons researching it. In the case of researching Level 1 technologies, you must still pay 1 Basic Research Supplies.

List of Available Research Follows:
  • Sidearms Lvl 2
    Light, easy to manufacture armaments. Not intended as a primary weapon.
  • Shotguns Lvl 2
    Cheaper than other longarms, but effective only at short ranges.
  • Assault rifles Lvl 2
    Good middle of the road weapons. Right training makes them effective.
  • Accurized Rifles Lvl 2
    Designed for long-range engagements.
  • HMG Lvl 2
    Designed for Anti-Infantry supression and elimination
  • Launchers Lvl 2
    Provides a wide variety of useful effects, and explosions.
  • Grenades Lvl 2
    Provides a wide variety of useful effects, and explosions. Thrown edition.
  • Light Armor Lvl 2
    Protection at its most basic. Designed for quick moving troops.
  • XenoAgriculture Lvl 2
    Developing our current knowledge of agriculture to be adapted for Planet.
  • XenoForestry: Lvl 2
    Developing our current knowledge of forestry to be adapted for Planet.
  • Mining: Lvl 2
    Developing our current knowledge of mining to be adapted for STUPID HARD CRUST ARRG
  • BioFormation Lvl 2
    The technologies behind improving the flora and fauna on this planet.
  • GeoFormation Lvl 2
    The technologies behind working with the inert matter on this planet.
  • AquaFormation Lvl 2
    The technologies behind taming the seas on this planet.
  • Communication Lvl 2
    Figuring out how to communicate through the atmosphere and magnetic fields of planet.
  • Growth Lvl 2
    Helping our people to adapt and grow on this world.
  • Strategy Lvl 2
    Military intelligence on how to make and train large numbers of troops.
  • Tactics Lvl 2
    Military intelligence on how to use our troops to divide and conquer.
  • Logistics Lvl 2
    The basis behind supporting and training our troops.
  • Ground Vehicles Lvl 2
    The basics behind making vehicles.
  • Sea Vehicles Lvl 1
    The basics behind making boats.
  • Air Vehicles Lvl 1
    The basics behind making aerovehicles.
  • Research Lvl 2
    And, of course, research on how to research better.

Some people already have level 2 a number of these... they may now research level 3.


Last edited by Siggmund on Thu Apr 16, 2009 1:17 pm; edited 1 time in total

Siggmund

Posts : 179
Join date : 2009-03-26

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Specific research:

Post  Siggmund on Thu Apr 16, 2009 1:16 pm

Specific research is where a faction can leave their own personal imprint on what they have developed.

Specific research always takes one Specific research supply, and always takes only one season to conduct. Each time you conduct specific research, you are choosing one element of any given element of gameplay; For example, an improvement, a settlement, a manufactured item, etc.

Then, choose one element of that element: For manufactured items like guns, it could be the range, the magazine, accuracy, damage, etc. For improvements or strongholds, it could be sight range, or build time, or cost. It's somewhat open ended, so feel free to ask for specifics.
Here's some guidelines, though.

Any specific thing can only have 5 points of specific research conducted on it at this point.

Stronghold and Improvement Cost:
Reduce Metals,Stone or PUE cost by 1: 2 points of research
Reduce Carbon cost by 1: 1 point of research
Reduce Food Cost by 2: 1 point of research
NOTE: Cost cannot be reduced below 1 of any resource needed.
Reduce Time by 1 season: 2 points of research
NOTE: Time cannot be reduced below 1 season

Specific elements of stronghold, such as increased production for mines and such, may also be increased. However, the cost varies depending on the stronghold. Ask on a case-by-case basis.

Manufactured Items:
Improve one statistic: 1 point of research, typically.
WEAPONS:
+1 to Damage: 1 point of research
+1 to Accuracy: 1 point of research
+10 to Magazine: 1 point of research
+5 to Range: 1 point of research
Increase Dice Size by one step: 2 points of research

ARMORS:
+1 to AC bonus: 2 points of research
+1 to Max Dex:1 point of research.
Reduce Armor penalty by 1:1 point of research

Cost for Manufactured Items:
Reduce Metals or PUE cost by 1: 4 points of research
Reduce Carbon cost by 1: 2 points of research
Reduce Food Cost by 1: 1 point of research
NOTE: Cost cannot be reduced below 1 of any resource needed.

Siggmund

Posts : 179
Join date : 2009-03-26

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Research Materials

Post  Siggmund on Wed Apr 22, 2009 2:31 pm

Research is critical to the continued advancement of your colony. However, you can't just do research on nothing: you require solid materials to conduct the research with. Therefore, you have to create the materials first.

  • Specific:
    Prerequisites: Experimental
    Population Required: 1
    Time Required: 1 season
    Cost: 3 units carbon, 1 unit metals, 1 unit PUE, 2 units food.

  • Basic:
    Prerequisites: Experimental
    Population Required: 1
    Time Required: 1 season
    Cost: 6 units carbon, 1 unit metals, 2 units PUE, 6 units food, .5 units Fissionables.

Siggmund

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