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Colonies: Difference between revisions

From Rise: The Vieneo Province

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The [[Vieneo]] moon is in the process of being colonized. As a freelance pilot you can directly help with this effort. Vieneo has the natural resources to be a self-sustaining province. In order to have goods to trade with the rest of the [[United Stellar Republic]], Vieneo needs farms and mines. The USR is waiving all claim fees and taxation until the province is turning a profit.
The [[Vieneo]] moon is in the process of being colonized! You can directly help with this effort as a freelance pilot. Vieneo has the natural resources to be a self-sustaining province. In order to trade with the rest of the [[United Stellar Republic]] (USR), Vieneo needs to produce goods. The USR is waiving all claim fees and taxation until the province is turning a profit
 
The buildings on the surface are unpressurized (to reduce construction costs) but strictly control the gas concentrations inside. Keep in mind when selecting a plot that you may require an EVA suit if you don't want to wait for the pressure in your vehicle to adjust!


==Starting a Colony==
==Starting a Colony==
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* Purchase a Construction [[PODS]]
* Purchase a Construction [[PODS]]
* Gather the appropriate [[CR]] necessary for the plot purchase
* Gather the appropriate [[CR]] necessary for the plot purchase
* Visit the [[VLM|Vieneo Land Management]] offices
* Purchase the plot through the [[Player Portal]]
* Purchase the plot
* Outfit your Construction [[PODS]] with the desired [[construction project]]
* Outfit your Construction [[PODS]] with the desired [[construction project]]
: This entails visiting [[Techroform]] and having them install the seed building parts in the PODS
* [[Navigation|Navigate]] back to your plot and [[deploy]] the [[construction project]]
* [[Navigation|Navigate]] back to your plot and [[deploy]] the [[construction project]]


==Maintaining==
==Maintaining==
* You must visit your [[farmstead]] every four (4) months and your [[town hall]] or [[Mining Command]] every (1) month to keep the plot from going into government [http://en.wikipedia.org/wiki/Price_control price control] (optional)
* You must visit your [[farmstead]] every four (4) months and your [[town hall]] or [[Mining Command]] every (1) month to keep the plot from going into government [http://en.wikipedia.org/wiki/Price_control price control] (optional)
* The [[up-link]] is prone to failure and will need to be replaced occasionally (optional)
* The [[up-link]] is prone to failure and will need to be replaced occasionally (optional) but allows two-way communication with the [[Player Portal]]
 
==Re-zoning==
You may re-zone a plot by demolishing existing structures and [[deploy]]ing a new project.


==Labor==
==Rezoning==
The able-bodied working [[colonists|colonist]] accounts for 66% of the overall population.  In all cases in this section we are referring to this pool.  The [[Township|township]] further reduces this pool by 25% for infrastructure.
You may rezone a plot by shuttering the colony, demolishing existing structures, and then [[deploy]]ing a new project.


===Minimum Colonists===
==Population==
There is a minimum number of laborers required for day-to-day operations and management.  Without this compliment there will be no production.
The total population for a colony is based on the number of available beds and the total population for the territory that the colony is a part of. You can "shutter" a colony (through the [[Player Portal]]) which will force the colonists to relocate to other available colonies within the territory.
===Laborers===
The able-bodied working [[colonists|colonist]] "laborers" account for roughly 66% of the overall population.  In all cases in this section we are referring to this pool.  The [[Township|township]] further reduces this pool by 25% for infrastructure.
There is a minimum number of laborers required for day-to-day operations and management.  Without this compliment there will be no production. To a certain degree, having more than the minimum will boost production. You can "mothball" a given colony (using the [[Player Portal]]) in order to reallocate the labor to other colonies within the same territory.
===Construction Workers===
===Construction Workers===
Laborers used to construct new structures are taken from the laborer pool and can affect whether or not the minimum colonist threshold above is maintained.
Laborers used to construct new structures are taken from the laborer pool and can affect whether or not the minimum colonist threshold above is maintained.
===Production and Transfer of Goods===
==Production and Transfer of Goods==
Any laborers in the laborer pool not comprising of the minimum colonist pool or construction worker pool can be used for production or transfer of goods.  Allocation of 100% of available laborers to transfer of goods means no one is producing but the minimum compliment is still maintained for day-to-day operations.
Any laborers in the laborer pool not comprising of the minimum colonist pool or construction worker pool can be used for production or transfer of goods.  Allocation of 100% of available laborers to transfer of goods means no one is producing but the minimum compliment is still maintained for day-to-day operations.


[[Category:Rise Universe]]
[[Category:Rise Universe]]

Latest revision as of 15:43, 14 September 2023

The Vieneo moon is in the process of being colonized! You can directly help with this effort as a freelance pilot. Vieneo has the natural resources to be a self-sustaining province. In order to trade with the rest of the United Stellar Republic (USR), Vieneo needs to produce goods. The USR is waiving all claim fees and taxation until the province is turning a profit

The buildings on the surface are unpressurized (to reduce construction costs) but strictly control the gas concentrations inside. Keep in mind when selecting a plot that you may require an EVA suit if you don't want to wait for the pressure in your vehicle to adjust!

Starting a Colony

This entails visiting Techroform and having them install the seed building parts in the PODS

Maintaining

Rezoning

You may rezone a plot by shuttering the colony, demolishing existing structures, and then deploying a new project.

Population

The total population for a colony is based on the number of available beds and the total population for the territory that the colony is a part of. You can "shutter" a colony (through the Player Portal) which will force the colonists to relocate to other available colonies within the territory.

Laborers

The able-bodied working colonist "laborers" account for roughly 66% of the overall population. In all cases in this section we are referring to this pool. The township further reduces this pool by 25% for infrastructure. There is a minimum number of laborers required for day-to-day operations and management. Without this compliment there will be no production. To a certain degree, having more than the minimum will boost production. You can "mothball" a given colony (using the Player Portal) in order to reallocate the labor to other colonies within the same territory.

Construction Workers

Laborers used to construct new structures are taken from the laborer pool and can affect whether or not the minimum colonist threshold above is maintained.

Production and Transfer of Goods

Any laborers in the laborer pool not comprising of the minimum colonist pool or construction worker pool can be used for production or transfer of goods. Allocation of 100% of available laborers to transfer of goods means no one is producing but the minimum compliment is still maintained for day-to-day operations.

Subcategories

This category has the following 5 subcategories, out of 5 total.

Pages in category "Colonies"

The following 2 pages are in this category, out of 2 total.