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blish_city.txt
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executable file
·158 lines (119 loc) · 3.73 KB
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Blish Cities
1. Named after the legendary atomic era writer James Blish, who first popularised
the concept of spacefaring cities cruising around looking for work. NOTE: if you
want the word 'City' in the name, you need to include it!
2. Cities have a name, belong to a cartel and can be allocated to any planet in
the owning cartel.
3. Cities have an economic level, and they can produce commodities within that level.
4. Cities have up to five slots for production, each commodity produced must be
from their economic level. You can have more than one slot producing the same
commodity.s
5. Each slot has a capacity of between 8 and 12 inclusive (random) production points.
6. It takes two days to retool for new production if a change is made to any slot.
During this time production is halted.
7. Cities produce income for the cartel as well as the production for the planet.
8. Very occasionally they will produce exotic commodities/objects for the cartel
owner (not yet in!)
9. Cities may only be configured by the cartel owner, except that the planet owner
may also change the production - in which case the cartel owner will be notified.
(ie the cartel is the owner of the city, but the planet owner is the 'customer')
10. A planet may only employ one Blish city at a time.
Building Blish Cities
1. Only one can be built at a time, and only on the cartel's prime planet.
2. To build cities you need a graving dock.
3. Building Materials:
Graving Dock: 20 meg 5 days
Alloys 9,450
Clays 6,000
Nickel 3,000
Xmaetals 4,050
Mechparts 1,950
Polymers 4,125
Droids 1,125
Lasers 2,025
Nanos 675
Synths 3,000
Tools 4,875
Blish Cities:
Base:
Stage 1: 10 workers 6 meg 1 slot 5 days
Alloys 3,975
Monopoles 1,200
Generators 2,700
Droids 3,525
Nanos 1,350
Stage 2: 10 workers 4 meg 2 slots 2 days
Woods 2,025
Xmetals 5,100
Polymers 4,725
Synths 2,100
Katydidics 975
Stage 3: 12 workers 4 meg 3 slots 2 days
Semiconductors 6,825
Pharmaceuticals 3,225
Controllers 1,050
Laboratories 1,800
Clinics 2,400
Stage 4: 12 workers 5 meg 4 slots 3 days
Soya 7,950
Clays 3,975
Vidicasters 450
Firewalls 900
Libraries 1,125
Stage 5: 16 workers 6 meg 5 slots 4 days
Crystals 1,350
Tools 3,825
ToxicMunchers 675
Musiks 2,700
Simulations 1,275
--------------------------------
Plus one of the following:
Agri: 2 days work 8 meg
Livestock 5,025
Soya 8,025
Woods 2,025
Petros 2,775
Mechparts 3,675
RNA 1,350
Probes 825
Sensamps 1,050
Resource: 3 days work 10 meg
Explosives 6,075
Lanzarik 5,925
Nitros 4,050
AntiMatter 975
Sensors 375
Industrial: 4 days work 12 meg
Petrochemicals 4,050
Radioactives 2,325
Alloys 6,975
Lasers 2,025
Nanos 1,050
Synths 1,200
Technological: 5 days work 14 meg
Monopoles 3,000
Semiconductors 5,400
Xmetals 5,025
Pharmaceuticals 2,700
Droids 1,125
GAs Chips 2,100
Tracers 1,875
Leisure: 6 days work 16 meg
Katydidics 2,850
Libraries 3,150
Sensamps 2,025
Studios 4,125
Vidicasters 3,975
Nanofabrics 2,475
Woods 4,650
Notes for alan:
No rioting while being built
Sort out leaving cartel when have a city
XML format:
<blish-city name="Flying Dutchman" cartel="Sol" planet="Earth" econ="resource" slots="3">
<production commod="xmetals" start="1"/>
<production commod="alloys"/>
<production commod="crystals"/>
</blish-city>
Syndicate parser needs to change to handle blish-city stuff
Blish-city building yard (graving dock) needs coding