Proposal: the Carcharoth System
My proposal. Did I interpret the rules correctly? Also: feedback please!
The Carcharoth System
Carcharoth Star
This highly active white giant bathes the entire system in a pale glow, threatening to swallow the nearest worlds.
White Giant Star (32
)
Carcharoth Inner Asteroid Belt
Asteroid belt (3
)
Carcharoth I / Chalybs-Wakuu
This world used to be a centre-point for Steel Circle off-world mining operations. Now, only the broken remnants of automated machinery lie around a vast mining pit.
Medium Planet ( 19
)
Type IV atmosphere (19
)
Molten rock ocean (19
)
Carcharoth Central Asteroid Belt
Asteroid belt (3
)
Carcharoth II / Caldoss-Wakuu
The Caldoss homeworld. Although most of the population are Scavengers, the Ascended and Steel circles maintain a presence, using the local labour for materials processing and flogging the products on which they claim a monopoly to the local population.
Medium Planet (19
)
Type II atmosphere (66
)
Natural life (22
)
Climates: high pressure, scarce flora, tranquil
Underworld - also gives solidified core
Ancient ruins
Homeworld: Caldossi
Carcharoth IIIa / Heston-Wakuu.
Heston and Geston are double planets, of which Heston is the most coveted by the cartels. Despite its dense, highly poisonous atmosphere and constant volcanic activity, the Ascended Circle and the Steel Circle maintain competing claims on this world. Because of these differences, the planet remains virtually uninhabited. Representatives of both Circles maintain a presence on the world, attempting to deny the other cartel opportunities for expansion.
Small planet (7
)
Type IV atmosphere (7
)
Climate: high pressure, toxic gasses, volcanic
Carcharoth Outer Asteroid belt
Asteroid belt (3
)
Carcharoth IV / Traze-Wakuu
This majestic gas giant is claimed as the property of the Steel Circle, who use it for power generation.
Brown Dwarf (5
)
Point Tabulation
37
spent. 13 converted to
72
spent. 41 converted to
200
spent. 41 available for population.
Total population = 2.0 + (0,1 * 41) = 6.1 Caldossi
5
spent on the Carcharoth System.
The Carcharoth System
Carcharoth Star
This highly active white giant bathes the entire system in a pale glow, threatening to swallow the nearest worlds.
White Giant Star (32
)Carcharoth Inner Asteroid Belt
Asteroid belt (3
)Carcharoth I / Chalybs-Wakuu
This world used to be a centre-point for Steel Circle off-world mining operations. Now, only the broken remnants of automated machinery lie around a vast mining pit.
Medium Planet ( 19
)Type IV atmosphere (19
) Molten rock ocean (19
)- Carcharoth Ia / Chalybs-Tsuun
First discovered and claimed by the Steel Circle, this small world is home to a small orbital station that facilitates mineral exploration. If it ever had an atmosphere like Chalybs Major, it has long since been siphoned off by the larger celestial bodies near it.
Small moon (1
)Carcharoth Central Asteroid Belt
Asteroid belt (3
)Carcharoth II / Caldoss-Wakuu

The Caldoss homeworld. Although most of the population are Scavengers, the Ascended and Steel circles maintain a presence, using the local labour for materials processing and flogging the products on which they claim a monopoly to the local population.
Medium Planet (19
)Type II atmosphere (66
) Natural life (22
)Climates: high pressure, scarce flora, tranquil
Underworld - also gives solidified core
Ancient ruins
Homeworld: Caldossi- 5.1 Caldossi
- 6x Information Zone
- 2x Research Zone
- 2x Healthcare Products Zone
- 1x Information Augmentation Zone
- Carcharoth IIa / Ascension or Caldoss-Tsuun.
- 0.3 Caldossi

- 2x Organics Zones

- 1x Power Zone
- Focus: Organics
Caldoss' sole moon is the exclusive property of the Ascended Circle, and outsiders are not permitted access. Most Scavengers regard the inhabitants of this unspoilt paradise with jealousy.
Medium moon (3
)Type I atmosphere (12
) Natural life (3
)Water ocean (3
)Climates: abundant flora, wet climate, short winter.
Jackpot: organics
Carcharoth IIIa / Heston-Wakuu.
Heston and Geston are double planets, of which Heston is the most coveted by the cartels. Despite its dense, highly poisonous atmosphere and constant volcanic activity, the Ascended Circle and the Steel Circle maintain competing claims on this world. Because of these differences, the planet remains virtually uninhabited. Representatives of both Circles maintain a presence on the world, attempting to deny the other cartel opportunities for expansion.
Small planet (7
)Type IV atmosphere (7
)Climate: high pressure, toxic gasses, volcanic
- 0.2 Caldossi
- 4x Rare Elements Zone
- Carcharoth IIIb / Geston-Wakuu
Of the double planets, Geston is considered to be the 'weaker' one in Scavenger mythology. Even though its stature is only slightly smaller, the gravitational forces of a double orbit are slowly pulling the planet apart, leaving parts of the mantle exposed.
Large moon (7
)Type IV atmosphere (7
)Climate: active core, extreme crevasses, exposed mantle.
Carcharoth Outer Asteroid belt
Asteroid belt (3
)- Pruela-Tsuun
- 0.5 Caldossi

- 2x Entertainment Zone
- 1x Open Market Zone.
This moon was turned into the most verdant place in the system by an expedition from Ascension. About 75 years ago, the inhabitants declared their independence from the Ascended and formed their own business cartel: the Perfect Circle. The Holonet Relay Station orbits around this moon, and the first Open Market has been positioned here as well, allowing the Inter-System Charter Company to pamper their guests.
Large Moon (7
)Type I Atmosphere (28
)Water ocean (7
)Natural life (7
)Climates: abundant flora, gigantic trees, short winter
Active SunCarcharoth IV / Traze-Wakuu
This majestic gas giant is claimed as the property of the Steel Circle, who use it for power generation.
Brown Dwarf (5
) Point Tabulation
37
spent. 13 converted to
72
spent. 41 converted to
200
spent. 41 available for population.Total population = 2.0 + (0,1 * 41) = 6.1 Caldossi
5
spent on the Carcharoth System.Last edited by Caldoss on Mon Jan 07, 2013 12:42 am, edited 20 times in total.
On: Carcharoth IVa / Ascension.
You currently have:
2x Gasses Zones
Focus: Organics
Do you mean 2x Organics zones?
Also, for the focus bonus you would need to have only industrial zones of 1 type -and- all zones must be filled, so none of them would yet get the bonus, not that it is a huge factor.
Also you put 2.0
on the medium moon, purely economically this is not really optimal as it would only apply the populations bonus on the 3 zones of the medium moon, whereas on your medium planet homeworld it would apply the bonus to 22 zones(19 + 3 underworld). Of course you might want this for RP reasons. Just noting.
Also, you seem to be focussing on producing everything, which usually has the effect of jack of all trades, master of none and I see it more beneficial to specialise into a certain set of products (I focus on
for example , producing
) and then exchanging them with other people.
I haven't checked if the math adds up or anything just some comments I thought of while examining the system.
You currently have:
2x Gasses Zones
Focus: Organics
Do you mean 2x Organics zones?
Also, for the focus bonus you would need to have only industrial zones of 1 type -and- all zones must be filled, so none of them would yet get the bonus, not that it is a huge factor.
Also you put 2.0
on the medium moon, purely economically this is not really optimal as it would only apply the populations bonus on the 3 zones of the medium moon, whereas on your medium planet homeworld it would apply the bonus to 22 zones(19 + 3 underworld). Of course you might want this for RP reasons. Just noting.Also, you seem to be focussing on producing everything, which usually has the effect of jack of all trades, master of none and I see it more beneficial to specialise into a certain set of products (I focus on
for example , producing
) and then exchanging them with other people.I haven't checked if the math adds up or anything just some comments I thought of while examining the system.
1) Yeah, the moon is meant to have organics zones. Edited.
2) The moon is full, by the way, so it would get the focus bonus. The others wouldn't, though. Edited out the planet-side focusses..
3) Moved 1 pop planetside to make the moon even more exclusive. ;)
4) I'll consider becoming more specialised and edit accordingly! Are there any particular resources the game has a shortage of right now? ;)
2) The moon is full, by the way, so it would get the focus bonus. The others wouldn't, though. Edited out the planet-side focusses..
3) Moved 1 pop planetside to make the moon even more exclusive. ;)
4) I'll consider becoming more specialised and edit accordingly! Are there any particular resources the game has a shortage of right now? ;)
4) There is an information shortage, but now people are negotiating information corporations, which would have people producing a lot more of that. Also crystals production is about to go right up.
I think the Praetorian Empire(Chriz) is the only one that does Rare elements but he does produce a whole lot of them.
I do think you'll be fine with most resources and be able to find someone who wants those things.
I think the Praetorian Empire(Chriz) is the only one that does Rare elements but he does produce a whole lot of them.
I do think you'll be fine with most resources and be able to find someone who wants those things.
Alright! I've edited the OP btw to min-max a bit more.
Oh, I am planning to create my system soon and it seems you systems look similar to how I will to do mine. Your Homeplanet has the same climates (scare flora, hot and volcanic) and I also will do a second organic production place but I go for a planet instead of a moon. I am planning also do to
production. So maybe we want to talk about it so it is not too similar.
production. So maybe we want to talk about it so it is not too similar.You need to design a race (or pick one of the existing races) to go with your population.
Once you create or pick a race, you might want to look into spending more of your
in system creation. Most of the race-building specials are really specialistic (there's only two of them: Foreign Jedi and Augmented Species), and have less impact than the system-based specials. Besides, without any specials in your race, the race already has three racial characteristics.
Once you create or pick a race, you might want to look into spending more of your
in system creation. Most of the race-building specials are really specialistic (there's only two of them: Foreign Jedi and Augmented Species), and have less impact than the system-based specials. Besides, without any specials in your race, the race already has three racial characteristics.Stuiter: metals are not essential to my economic approach. It is merely supplementary to the information scavenging business. For which I intend to write down my lore ideas soon.
With regards to race, I was hoping to create my own near-human variant but with some cultural adaptations on life on a very polluted planet that still allows then to practice specialisation. Is this not something I should pick a special for? Or could that just be a new trait (survivalism, say) that might replace force sensitivity?
With regards to race, I was hoping to create my own near-human variant but with some cultural adaptations on life on a very polluted planet that still allows then to practice specialisation. Is this not something I should pick a special for? Or could that just be a new trait (survivalism, say) that might replace force sensitivity?
-

Dragonmaster352 - Storyteller
first off: hello and welcome, to the Free Worlds Union Role playing Game.
At the conclusion of this game there will be cake.
Second: you are putting a gas giant at the most inner hot orbit and an asteroid belt at the outer most cold orbit. Are you aware you are handicapping yourself with this?
Hot orbits get a +10
bonus but a -10
penalty, Cold orbits are the other way around (+10
, -10
). Gas giants can only be mined for gas and asteroid belts only for metals, this can only be changed by specials (Chthonian planet and Extended Heliosheath).
If this is on purpose, by all means go ahead. If not try to look into that.
Third: Two special points for race building? Your going for a double augmented species?
At the conclusion of this game there will be cake.
Second: you are putting a gas giant at the most inner hot orbit and an asteroid belt at the outer most cold orbit. Are you aware you are handicapping yourself with this?
Hot orbits get a +10
bonus but a -10
penalty, Cold orbits are the other way around (+10
, -10
). Gas giants can only be mined for gas and asteroid belts only for metals, this can only be changed by specials (Chthonian planet and Extended Heliosheath). If this is on purpose, by all means go ahead. If not try to look into that.
Third: Two special points for race building? Your going for a double augmented species?
With regards to race: most cultural things are freeform, though some of the racial characteristics can be explained through culture as well as through biological adaptation.
1) You mean specialisation as in 'corporation', or just as in 'I'm good at it'? If corporation, I'm sure that you would need at least a
for that, because one of the limiting factors on corporations is that they can only be built on Atmosphere I world -- changing this limitation is a serious thing, as everyone will want to have that ability. I'm sure that we can work something out though. (@Mercury: your input would be appreciated on this)
2) What do you mean with 'replace force sensitivity'? You are free to not take the 'Force Sensitive' racial characteristic... Or do you mean that your species is entirely devoid of force sensitivity? Because that is a rather large thing in the FWURG setting.
1) You mean specialisation as in 'corporation', or just as in 'I'm good at it'? If corporation, I'm sure that you would need at least a
for that, because one of the limiting factors on corporations is that they can only be built on Atmosphere I world -- changing this limitation is a serious thing, as everyone will want to have that ability. I'm sure that we can work something out though. (@Mercury: your input would be appreciated on this)2) What do you mean with 'replace force sensitivity'? You are free to not take the 'Force Sensitive' racial characteristic... Or do you mean that your species is entirely devoid of force sensitivity? Because that is a rather large thing in the FWURG setting.
Also on your homeplanet you also have these zones:
1x Information Augmentation Zone
1x Power Zone
1x Open Market Zone.
1x Holonet Relay Station
A Holonet Relay Station is an asset, not a zone. You can't put it anywhere it just floats somewhere in your system.
The augmentation zone is not viable to have on a medium planet that also does lots of other stuff, you will also put second tier production also on this planet and as such you won't have very many information zones, and at an atmosphere 1, these will probably produce over 200 per zone. The bonus from an information augmentation zone is then less than what you would get from another information zone. It fits much better on one of your medium planet designated to a single first tier material.
The open market zone is going to get a bonus to open market trade capacity on your homeplanet, but this won't be very helpful and the space it takes up is much better spent on other zones(for example another information zone). It is economically better to offload this to say the small planet you have.
The power zone is also not very optimal as it won't get a bonus from the population you'll be stacking on this planet. It is better to offload it to a moon in orbit, but that one is already occupied with something. You could keep it on your home planet and then at one point build lagrange point stations in your system and do all the power production from that small planet as you seem to have planned.
1x Information Augmentation Zone
1x Power Zone
1x Open Market Zone.
1x Holonet Relay Station
A Holonet Relay Station is an asset, not a zone. You can't put it anywhere it just floats somewhere in your system.
The augmentation zone is not viable to have on a medium planet that also does lots of other stuff, you will also put second tier production also on this planet and as such you won't have very many information zones, and at an atmosphere 1, these will probably produce over 200 per zone. The bonus from an information augmentation zone is then less than what you would get from another information zone. It fits much better on one of your medium planet designated to a single first tier material.
The open market zone is going to get a bonus to open market trade capacity on your homeplanet, but this won't be very helpful and the space it takes up is much better spent on other zones(for example another information zone). It is economically better to offload this to say the small planet you have.
The power zone is also not very optimal as it won't get a bonus from the population you'll be stacking on this planet. It is better to offload it to a moon in orbit, but that one is already occupied with something. You could keep it on your home planet and then at one point build lagrange point stations in your system and do all the power production from that small planet as you seem to have planned.
Though all advice I've seen rings true, keep in mind that you don't need to min-max to play. The game is perfectly playable even with less-then-optimal systems, especially since economics is only part of the game, and because it is a PvE game.
Hi and effusive thanks for the welcoming messages! I've enjoyed the system-creation process so far, and the feedback's been great. A little bit more min-maxing is actually a Good Thing since it helps my story. I was just worried about too many interdependencies and am glad to see this is apparently not really an issue in this game. Now, going through the comments:
Dragonmaster352
Turning Carcharoth I / Traze into a Chthonian planet is just a megalomanical dream by some Steel Circle people. As you can see I've not actually put any mining facilities there and I do not expect it to happen any time soon. The direction of development for the faction also depends on its internal politics. I'll write bigger blurbs for the planets when I actually add them to the wiki. The current blurbs are just ever-so-brief reminders of what the things were all for, lest I forget later on.
Brend / Fedor
With 'replace force sensitivity' I meant that I'd be playing baseline humans but switch that one out for something else. Let me just try and take you along with my thinking and see what we can work out.
As we discussed, I'd like to create a world that might eventually rebuild into the city-planet (ecumenopolis) with a very bad atmosphere that it once was. In fact, because of the backstory that I'm about to write, the planet's atmosphere is already bad and much of the world IS covered by a ruined city. (The information gathering is an abstraction for scavenging in said ruins, which also run deep underground, as the trait shows.) For this purpose I want both the class II atmosphere and the capability of developing selected industries on my homeworld.
I also have to admit that I don't really 'get' is the punishment of not being able to specialise industries on a world with a class II atmosphere. What is it about the air being hard to breathe and a gas mask being necessary that renders one unable to designate a research sector towards, say, a particular area of research? I basically want a buy-out of this negative asset, and I don't really care if it is planet-specific, species-specific or something else. I could easily buy a level I atmosphere and have a bit less pop (and be more efficient) but where's the fun in that?
Having put this before you, what do you guys think I can do with this that doesn't break the game balance?
Dragonmaster352
Turning Carcharoth I / Traze into a Chthonian planet is just a megalomanical dream by some Steel Circle people. As you can see I've not actually put any mining facilities there and I do not expect it to happen any time soon. The direction of development for the faction also depends on its internal politics. I'll write bigger blurbs for the planets when I actually add them to the wiki. The current blurbs are just ever-so-brief reminders of what the things were all for, lest I forget later on.
Brend / Fedor
With 'replace force sensitivity' I meant that I'd be playing baseline humans but switch that one out for something else. Let me just try and take you along with my thinking and see what we can work out.
As we discussed, I'd like to create a world that might eventually rebuild into the city-planet (ecumenopolis) with a very bad atmosphere that it once was. In fact, because of the backstory that I'm about to write, the planet's atmosphere is already bad and much of the world IS covered by a ruined city. (The information gathering is an abstraction for scavenging in said ruins, which also run deep underground, as the trait shows.) For this purpose I want both the class II atmosphere and the capability of developing selected industries on my homeworld.
I also have to admit that I don't really 'get' is the punishment of not being able to specialise industries on a world with a class II atmosphere. What is it about the air being hard to breathe and a gas mask being necessary that renders one unable to designate a research sector towards, say, a particular area of research? I basically want a buy-out of this negative asset, and I don't really care if it is planet-specific, species-specific or something else. I could easily buy a level I atmosphere and have a bit less pop (and be more efficient) but where's the fun in that?
Having put this before you, what do you guys think I can do with this that doesn't break the game balance?
Oh, you were reasoning from the Human race. I was starting with a blank slate. If you want to focus on somethings, you might also consider swapping one or both growth characteristics for more economic choices such as Information Oriented and Mercantile.
The Atmosphere I think i not really a punishment -- though it is easily seen as such ^_^ The idea is that you can already stack up a rather large bonus, and the corporations multiply this again. If you can just corporate without limits, then (I think) everyone would be incorporating everything all-the-time (which indicates it's too good -- why do anything with atmospheres if you can incorporate everything first :P) Though Mercury has a better idea about this balance...
You could always start out without the corporation, and then propose a technology to allow you to do this. That would be a nice in-game goal to achieve. You start without a corporation anyway, and you don't really want to start one in the first 20
or so. This gives you ample time to come up with a good IC explanation and allows you to build up some relations with people capable of helping your plans along.
Besides, you can designate a research sector towards a particular kind of research -- it's just fluff only. It doesn't double its economic output, but you easily claim that it only does archeological research... Corporations are massive multi-sector undertakings, and you need at least two other corporations (usually owned by others, but you can start more yourself if you have too much
) to actually benefit from them.
The Atmosphere I think i not really a punishment -- though it is easily seen as such ^_^ The idea is that you can already stack up a rather large bonus, and the corporations multiply this again. If you can just corporate without limits, then (I think) everyone would be incorporating everything all-the-time (which indicates it's too good -- why do anything with atmospheres if you can incorporate everything first :P) Though Mercury has a better idea about this balance...
You could always start out without the corporation, and then propose a technology to allow you to do this. That would be a nice in-game goal to achieve. You start without a corporation anyway, and you don't really want to start one in the first 20
or so. This gives you ample time to come up with a good IC explanation and allows you to build up some relations with people capable of helping your plans along.Besides, you can designate a research sector towards a particular kind of research -- it's just fluff only. It doesn't double its economic output, but you easily claim that it only does archeological research... Corporations are massive multi-sector undertakings, and you need at least two other corporations (usually owned by others, but you can start more yourself if you have too much
) to actually benefit from them.-

Mercury - Storyteller
Some comments
Regarding Corporations:
Corporations are allowed only on Type I atmospheres for several reasons, not the least of which is that this limits the combination of focus and corporations as well as the total number of zones that can be incorporated. Additionally, it provides additional value to a Type I over a Type II atmosphere, as the difference between type III and II is bigger than between Type II and Type I, while the cost for the latter is higher.
Fluff wise, intergalactic corporations rely on higher quality employees, importing them if necessary, and such employees are more demanding of the conditions in which they live. Plus, as an intergalactic corporation you make a bad impression if you have to receive guests with a breathing mask. Additionally, such corporations have power and don't want to be stuck in bad locations and they have employees of multiple races, hence relying on good conditions as not all races are equally tolerant of various pollutants.
I would propose considering one or more pollution climate feature instead of a Type II atmosphere - Techno Zaibatsu did something similar with Wakusei, their high pressure world. You may consider for example the Toxic Gasses climate feature.
- You miscalculated the price of Water Oceans for your moon. The cost is 3, not 10

- 2 specials for race-building is excessive. The only two race affecting specials, Augmented Species and Foreign Jedi, are functionally exclusive.
Regarding Corporations:
Corporations are allowed only on Type I atmospheres for several reasons, not the least of which is that this limits the combination of focus and corporations as well as the total number of zones that can be incorporated. Additionally, it provides additional value to a Type I over a Type II atmosphere, as the difference between type III and II is bigger than between Type II and Type I, while the cost for the latter is higher.
Fluff wise, intergalactic corporations rely on higher quality employees, importing them if necessary, and such employees are more demanding of the conditions in which they live. Plus, as an intergalactic corporation you make a bad impression if you have to receive guests with a breathing mask. Additionally, such corporations have power and don't want to be stuck in bad locations and they have employees of multiple races, hence relying on good conditions as not all races are equally tolerant of various pollutants.
I would propose considering one or more pollution climate feature instead of a Type II atmosphere - Techno Zaibatsu did something similar with Wakusei, their high pressure world. You may consider for example the Toxic Gasses climate feature.
First off, Hey and Welcome to FWURG!
Judging by the amount of reactions and input you got to your question I would say your pretty well suited to get underway to finalize a system setup and racial background. I realise though it will never be completely finished, so once you feel that your ready to play, drop a message that you want your system checked out and approved.
A quick scan through your current setup, as posted in the first post in this topic.
29
spend, 21 converted
66
spend, 55 converted
174
spend, 81 available for population, resulting in a 10.1
total.
The difference in
is caused by the fact the ocean on Carcharoth IVa / Ascension costs only 3
instead of 10
.
And Secondly to a recent rules change in the Underworld special, which results in increased bio costs to compensate for the additional zones. (
counts for 22 zones, instead of the 19 zones on a normal medium planet, see the updated special page for more clarification.)
Carcharoth IV / Caldoss
Type II atmosphere (66
)
Water ocean (22
)
Natural life (22
)
The rest of the system checks out so far.
Judging by the amount of reactions and input you got to your question I would say your pretty well suited to get underway to finalize a system setup and racial background. I realise though it will never be completely finished, so once you feel that your ready to play, drop a message that you want your system checked out and approved.
A quick scan through your current setup, as posted in the first post in this topic.
29
spend, 21 converted66
spend, 55 converted174
spend, 81 available for population, resulting in a 10.1
total.The difference in
is caused by the fact the ocean on Carcharoth IVa / Ascension costs only 3
instead of 10
.And Secondly to a recent rules change in the Underworld special, which results in increased bio costs to compensate for the additional zones. (
counts for 22 zones, instead of the 19 zones on a normal medium planet, see the updated special page for more clarification.)Carcharoth IV / Caldoss
Type II atmosphere (66
) Water ocean (22
)Natural life (22
)The rest of the system checks out so far.
I checked your system as well with the (unstyled) beta version of the system builder.
Gerben's calculations are correct.
I agree that switching your brown dwarf and asteroid belt would make sense.
About the zones:
It looks like your current raw materials do not match your products.
Furthermore you should look at making some reasonable Taxable sets with the products you produce. Most people make a set of 6 different products or sets of 3 products. In your case it looks like you want to create information specialized sets of 3 different products.
Something like:
and
which means u need:
6x
2x
3x
1x
Gerben's calculations are correct.
I agree that switching your brown dwarf and asteroid belt would make sense.
About the zones:
It looks like your current raw materials do not match your products.
Furthermore you should look at making some reasonable Taxable sets with the products you produce. Most people make a set of 6 different products or sets of 3 products. In your case it looks like you want to create information specialized sets of 3 different products.
Something like:
and
which means u need:
6x
2x
3x
1x

Player of the Praetorian Empire
Hi, first, welcome at FWURG, always nice to have new players. And starting with an economy? Brave decision :)
And I saw Chris was just a little bit ahead of me about the zones, but still my story about it:
I calculated that you currently have 78 zones, if I am not mistaken then the average zones in a system is 100. As zones are the major part to grow your economy, you might want to consider and review the amount and type of zones you have. At the other hand, it takes a lot of time to finish all the zones so it does not matter a lot in the beginning.
When I take a look at your production zones I see:
1
1
1
3
6
This combines into
,
,
,
.
You have currently chosen for:
,
,
.
This is a very bad starting position if you want to grow your economy. First because you don't use your
and
, second because you cannot use all the production capacity of your
, and this system will give you only a possible tax set of roughly 100
, of the possible 600
a starting economy can have.
It is not obligatory to start with an optimised system, but you might want to look into this. I take it you know how the tax income system works? Else I advice you take a look at: tax income and products
Also, I am not sure if Underworld gives you an extra climate, or that the solidified core is a prerequisite for underworld. It looks like the rules are unclear about this.
And I saw Chris was just a little bit ahead of me about the zones, but still my story about it:
I calculated that you currently have 78 zones, if I am not mistaken then the average zones in a system is 100. As zones are the major part to grow your economy, you might want to consider and review the amount and type of zones you have. At the other hand, it takes a lot of time to finish all the zones so it does not matter a lot in the beginning.
When I take a look at your production zones I see:
1
1
1
3
6
This combines into
,
,
,
. You have currently chosen for:
,
,
.This is a very bad starting position if you want to grow your economy. First because you don't use your
and
, second because you cannot use all the production capacity of your
, and this system will give you only a possible tax set of roughly 100
, of the possible 600
a starting economy can have. It is not obligatory to start with an optimised system, but you might want to look into this. I take it you know how the tax income system works? Else I advice you take a look at: tax income and products
Also, I am not sure if Underworld gives you an extra climate, or that the solidified core is a prerequisite for underworld. It looks like the rules are unclear about this.
(@Elmer: it gives the climate above and beyond the current allowed three climates -- I clarfified this on the wiki page)
There is another snag: You have the Underworld special, which gives you the Solidified Core climate. But this climate is mutual exclusive with Volcanic.
So you need to get rid of either the Underworld special, or the Volcanic climate.
There is another snag: You have the Underworld special, which gives you the Solidified Core climate. But this climate is mutual exclusive with Volcanic.
So you need to get rid of either the Underworld special, or the Volcanic climate.
-

Dragonmaster352 - Storyteller
You currently have 1
zone and 6
zones. You only get 6 tier two zones for a starting system.
I strongly advise you to have your system produce a minimum of three different products or you will have trouble expanding in the beginning (even with the Union grant)
zone and 6
zones. You only get 6 tier two zones for a starting system.I strongly advise you to have your system produce a minimum of three different products or you will have trouble expanding in the beginning (even with the Union grant)
I'm currently in the process of editing! Will give an update when the new version I'd like to propose to you is up. :)
I've finished updating my proposal for the Carcharoth System. There's quite a few changes, most of them relating to the feedback in this thread.
-The system should now have an "Optimal economy" for the purpose of taxation, producing 2x
using
.
-The potential solidified core/vulcanic duplication issue has been fixed.
-All but one of the climates from Carcharoth IV / Caldoss have been removed. Is it possible I add them later after we agree on introducing new options and leave them blank for now?
-I'll also need to start a separate thread about the new 'pleasure planet' special that I'd like to introduce for Pruela.
-If I miscalculated anywhere, please tell me!
-The system should now have an "Optimal economy" for the purpose of taxation, producing 2x
using
.-The potential solidified core/vulcanic duplication issue has been fixed.
-All but one of the climates from Carcharoth IV / Caldoss have been removed. Is it possible I add them later after we agree on introducing new options and leave them blank for now?
-I'll also need to start a separate thread about the new 'pleasure planet' special that I'd like to introduce for Pruela.
-If I miscalculated anywhere, please tell me!
Your orbit types do not seem to match the orbits that your new sun provides. You should mention the active sun on the orbit where you apply it.
Player of the Praetorian Empire
Is this not clear from mentioning the feature at the start? This is just the proposal thread anyway. The way I understood active sun, hot stays hot. Goldilocks becomes hot. Cold becomes goldilocks.
A red giant star has 2
1
4
This becomes 3
and 4
no?
A red giant star has 2
1
4
This becomes 3
and 4
no?-

Mercury - Storyteller
Fraid not.
Active Sun, despite the misleading name, does not apply to the star. It applies to a single orbit. This single orbit increases to be warmer, due to the suns additional activity.
Thus, a red giant starts at 2
1
and 4
and could become, at your choice, either 3
and 4
or (more optimally) 2
2
and 3
.
Active Sun, despite the misleading name, does not apply to the star. It applies to a single orbit. This single orbit increases to be warmer, due to the suns additional activity.
Thus, a red giant starts at 2
1
and 4
and could become, at your choice, either 3
and 4
or (more optimally) 2
2
and 3
.

