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GrimFinger's Far Horizon Notes To Himself: An ever-changing list of scattered data |
Posted by: GrimFinger - 05-10-2021, 06:00 AM - Forum: Far Horizons: The Return
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Each producing planet will have a shipyard capacity which will limit how many ships can be built in a single
turn. The shipyard capacity of the home planet will be one when the game begins. The shipyard capacity
of a normal colony will start at zero.
The number of production orders that you issue to BUILD, CONTINUE, IBUILD, or ICONTINUE ships or
starbases may not exceed the shipyard capacity. (The IBUILD and ICONTINUE commands will be discussed
later.) For example, if you wish to issue three BUILD commands for new warships, a CONTINUE command
for a transport, and a CONTINUE command for a starbase, then the planet must have a shipyard capacity of
at least five. Orders that exceed the shipyard capacity will be ignored. Orders to build other items such as
colonist units, planetary defense units, and so on, do NOT require shipyard capacity. Only construction of
warships, transports, and starbases requires shipyard capacity.
If you wish to increase the shipyard capacity of a planet, you must issue a SHIPYARD command during
the production phase. This command will increase the number of shipyards on the planet by one. You may
only issue one SHIPYARD order per planet per turn.
The cost to build a shipyard is ten times the current manufacturing tech level.
You may not build shipyards on mining or resort colonies.
RULE BOOK SOURCE = 10.8 - SHIPYARD CAPACITY
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Finally, keep in mind that raw material units and production capacity must always be spent in equal
amounts. Thus, for example, if your production capacity is greater than the number of raw material units,
then the excess may not be used. Also keep in mind that unused raw material units MAY be carried over
into later turns, but that unused production capacity may NOT.
RULE BOOK SOURCE = 5 - PRODUCTION
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FTL Cost is the number of raw material units and production capacity needed to build a ship capable
of interstellar travel (FTL stands for “Faster-than- light”). (Note that the FTL cost is equal to the tonnage
divided by 100.)
Sub-light Cost is the number of raw material units and production capacity needed to build a ship
that is NOT capable of interstellar travel.
RULE BOOK SOURCE = 5.1 - SPACESHIPS
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Any items that you may wish to build, such as ships, planetary defenses, etc. will have a “cost” of equal
amounts of raw material units and production capacity. Thus, if you wish to build a spaceship with a cost of
200, then a total of 200 raw material units will be used in its construction, and a total production capacity
of 200 will be needed to actually build it
RULE BOOK SOURCE = 5 - PRODUCTION
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Species log: The Mudballers |
Posted by: Fungus - 05-09-2021, 06:56 AM - Forum: Far Horizons: The Return
- Replies (14)
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Mudballer history: mine it, refine it. Heat it, beat it. Make it, break it. Try it, fly it. Arm it, harm it.
Mudballer future: see above.
Species name: Mudballers
Government name: Mudballer Monarchy
Government type: Introverted Expansionist
The Mud King is coming your way, and he's carrying a shovel.
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Species Log: The Most Glorious Giznadalu |
Posted by: wraith - 05-08-2021, 10:09 PM - Forum: Far Horizons: The Return
- Replies (12)
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Species name: Giznadalu
Government name: The Bank of Giznad
Government type: Plutocracy
Log 1
We've been scanning the skies for centuries, assuming that there's intelligent life out there willing to engage in fair transactions that are profitable to all parties. We haven't seen any signs, though. No radio transmissions that can't be attributed to natural phenomena.
Even so, we're convinced that there are many markets out there, even if the cultures aren't sophisticated enough for wireless transmissions. Now that the faster than light engines are a success (we're able to send ships there and back without risk to cargo), we're launching out-reach crews to travel to the nearest systems and find those markets.
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Player's Notes
I like the manual and I don't like the manual. There's a lot of information in there, but most of it seems like it will be useful to me only after I have a few turns experience.
There are a couple of threads in the Far Horizons group that I've been poring over. "Advice for the Uninitiated to get off to a Better Start" has been great with answers to the mechanics and "If you have no idea what to submit as orders this week..." has given me some idea of how to start.
As far as that goes, I'm playing a race of Canine Merchants (plutocracy, get it )). We're out to assimilate the galaxy via commerce, much like the Federation in another game. Towards that end, I'm planning on building up knowledge to trade for access to systems, commerce centers to crank out the shiny baubles that all intelligent life craves, and freighters with defensive armaments.
I sent in my first order this morning; let's hope that the Creators accept it.
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Species Log: Latorsan Nihi - The Coming of the Cosmic Sphere Lords |
Posted by: GrimFinger - 05-05-2021, 08:40 PM - Forum: Far Horizons: The Return
- Replies (11)
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Species name: Latorsan Nihi
Government name: Cosmic Sphere Lords
Government type: Benevotocracy Genetica
Log Entry 1
Thus begins the annals of the starfaring race known as the Latorsan Nihi. With the creation of the galaxy by the Cosmic Overmind, Raven Zachary, life is breathed anew into the old PBM game known as Far Horizons.
As this test game of Far Horizons proceeds forth from a state of stellar infancy, this thread will provide a space for me to share with the Ones and Alls of PBM gaming the trials, tribulations, and successes (if there be any) of my empire in this game - the Latorsan Nihi.
Long may the Cosmic Sphere Lords of the Latorsan Nihi thrive!
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