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Introduction Round: Colonization

Discussion in 'Timeline' started by Dreian, Nov 13, 2014.

  1. Dreian

    Dreian Moderator
    Staff Member

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    Since the announcement related to UIM technology & the discovery of the planet was made, the World started the race to get things organized for bringing the first settlers on Alpha Centauri

    OMNICORP


    An entity called OmniCorp was created in order to organize the process of colonization of Alpha Centauri. This supra-national entity was entirely financed by Governments of all countries of the world. OmniCorp is now ruled by an administration board which is directly answering to the United Nations Security Council.

    Every country has a proportional share corresponding to the resources it granted to the project.

    Some days ago, OmniCorp published a Press Release regarding the current status of Expansion Programs


    “To this day, we are glad to announce you that 3 Expansion Programs have been successfully registered within the Alpha Centauri colonization program. We are not ready to release the names of the shareholders of each EP, but we can tell you that we are currently actively discussing with them the spots where they will be allowed to build their first settlements.

    This is a particularly strategic timing for all of us, as we are trying to make sure they will be implementing the core industrial functions allowing further expansion of the colonization programs. Do you understand what it means to build on a virgin world and the resources needed for allowing things to be produced there and not only imported from Earth?
    Hopefully, the UIM technology allows us to ship tons of useful material, tools containers, supplies & technology to allow this. In the same time, we have research teams that are prospecting a lot the lands of Alpha Centauri.
    There are no major threats we identified until now and no sign of intelligence has been confirmed. The planet is very similar to ours and has followed a similar evolution path than ours, with vegetal & animal life very similar to ours. Soon we will share first landscapes & you will be probably amazed to see how this world is similar to us.
    Thank you for your information, soon we will come to you with even more information.”

    H. Wolf
    Spokesman of OmniCorp Administration Board

    ROUND OBJECTIVES FOR YOUR EXPANSION PROGRAM

    1. This round will have some specific limitations in gameplay as we need a common base for all players for then allowing first election & naming of Capital City. We will be less directive for all following rounds. Don't think that for each round we will propose you some strict rules.
    • The features you will be building during this round may be kept as well as destructed at the end of this introduction. There are conséquences in the choice you make.
    2.Each Governor has to organize a basic colonization camp
    • As you are part of the same EP, it is important that we find some alike features in every city of a same country. Elements of gameplay that makes us feel that these colonies are ruled by the same management Policy.
    • Do not exceed 10 000 population at this stage
    3. Each player has to build a “Shipment zone”
    • It corresponds to a zone on your map where the UIM wormhole appears & deliver all kind of shipments from Earth. Be creative but stay within some realistic perspectives (like if you are using one of Aitortilla's or Gbojanic fantastic warehouses... do not abuse of them)
    4.You can build a basic aerodrome in each city:
    • 1 runway with small freight & passenger facilities. To be able to represent yourself your assets, there are only 3 passenger planes, and 6 freight cargos for each country.
    5.Farming is to be developed in each city.

    6.Several production/ industrial units can be built (not big size modular complex structures)

    7.Try to not use too much different houses for all 4 social categories (you can use the same as your fellow country partners or not, it is up to your country gameplay). Try to not use too much big/high buildings as well
    • Think more of "Prefabricate" looking like structures & low rise buildings.
    • Remember we are simulating a colonization camp, not a “real city” yet, and we want to have a common base to make elections.
    • This is why we ask you not to scatter your camp on a wide area, but more concentrate your work in a smaller area
    8. The following facilities: Educational & Medical Units, a small military base & center of command, a bit of leisure... all at the minimum nothing too fancy!

    9. Restrictions:
    • No roads wider than 2*2, No RHM
    • All high rises, all landmarks,
    • Latin, Medieval, Asian & German packs are not to be used for this introduction. American can be used


    END OF INTRODUCTION ROUND

    After elections are processed & capitals announced you might choose to keep your colonization base or destruct it. Players of a same country are not obliged to have the same decision.

    • If you decide to keep your original colonization structures it will then be considered as an historical landmark, a memorial of your first days on Alpha Centaury and will provide you with a Tourism bonus. You could even use it as part of a future Amusement park if you decide so, and build your "real city" anywhere near or further...
    • If you decide to erase it, it means that your country do not want at all to be reminded of this particular Earth heritage, and you will benefit of bonus for production & infrastructures (all structures of your choice might be destructed, and you might be able to recycle their resources for other projects).

    INTRODUCTION ROUND CONTESTS - Voting system will soon be announced

    • Farming contest: One city per country
    The famous Nicko2u Ltd company has recognized the agricultural potential of the winning colony & decides to finance a huge facility of greenhouses somewhere on the map.

    This is a major improvement for your country which may completely supply food supplies for the entire nation. The other colonies of the countries are no longer obliged to build farms on their maps.

    You are allowed to start the progressive development of that greenhouse complexe & gain a T3 Office (not higher than a Mid-Rise & to be chosen within Nicko2u mods collection) for hosting Nicko2u Ltd HeadQuarters. You can build the HQ whenever you would like. You can also develop a bit more your aerodrom with a few more freight facilities & increase the number of planes to a reasonable extent.

    The final size of the greenhouse complexe has to be encircled by roads and validated by moderators team. You may complete the whole complexe in 3 rounds.

    • "Best shipment zone": Everyone can participate
    The Aitortilla01 Holding & its subsidiary Aitortilla01 logistics are impressed by the hub potential of your colony.

    You gain a T3 Office to be built (Mid-Rise, within Aitortilla01 mod collection) for Aitortilla01 Logistics HQ and have the opportunity to develop at the same time airport & harbor facilities in reasonable extent.

    You are defacto specializing your city as an industrial - production center & commercial hub. You gain the ability of building wider industrial & logistics zone than average other colonies. But Major touristic resorts can not be developped till further notice in that colony.
    • Best "country colonization project": special contest
    Your Expansion Program has been getting very good reviews back on Earth, and creates a huge demand for tourism.

    Each of your city wins a medium size touristic resort to be built with extra leisure facilities.

    Your EP is getting more visibility among candidates for colonization programs, and attracts more candidates: You gain a +20% in population for the next two rounds.

    The Alpha Centauri PGA (Pro Golf Association) chooses your country for establishing its HQ (non restricted mid rise). The city where the HQ is built can build a 18 holes circuit, while the two others can build each a 9 hole (done with plazas, or using Nicko2u mod).
     
    kipate likes this.
  2. Peter912

    Peter912 Elite

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    Wow awesome finally its here!!!:D Lets start it then :sneaky:
     
  3. Pamascus27

    Pamascus27 Mayor

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    Lets start :D
     
  4. kipate

    kipate Governor

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    IMPORTANT NOTE:
    To specify what is a high rise and what is not:
    I looked for some definitions on wikipedia, and this is what I got:
    • Emporis Standards defines a high-rise as "A multi-story structure between 35–100 meters tall, or a building of unknown height from 12–39 floors."
    • In the U.S., the National Fire Protection Association defines a high-rise as being higher than 75 feet (23 meters), or about 7 stories.
    The last one was made due to the limitations of the ladders of fire trucks; still, if we take the Emporis definition,
    any building above 12 storeys, which on top of that is divided into regular floor levels, qualifies for a high rise (radio towers, churches, etc. ... are not considered as high rises then, but you cannot use any church you want now (only some specific churches/mosques/temples/... can be used at the start), see Buildings List thread; radio towers might be used, though).
    Now you know!!!!!
     
  5. kipate

    kipate Governor

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    so, finally, we have 10 commandments people shall look for!
    9 on this side, and the last being not to fuck around with Omnicorp
    unless you are powerful enough... how biblic :)
     
  6. Pamascus27

    Pamascus27 Mayor

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    OK, I see. For me I follow a Canadian city's and also Skyscrapercity's definition of a highrise, which is above 10 floors while the midrise
    would be 4-10 floors. That would mean a lowrise is something below 4 floors.
    Our country will be neutral from the start but we might be your enemy/ally in the future, who knows. :p
     
  7. Dreian

    Dreian Moderator
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    End of introduction round this Sunday 7th December.

    Don't forget to open your country thread in the appropriate part of the forum.
     

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