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Kerbal Powers Roleplay


Spartwo

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6 hours ago, 0111narwhalz said:

As I understand it, this is an advertisement for RP handled outside of the KSP forums. You've always been allowed to do that.

You guys swoop in quick. I think my intended question is quite obvious and the answer to that question was answered by the speed of your reaction to a comment on this thread. Thank you.

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On 7/30/2018 at 10:53 PM, 0111narwhalz said:

As I understand it, this is an advertisement for RP handled outside of the KSP forums. You've always been allowed to do that.

That is correct.

 

On 7/31/2018 at 12:52 AM, HansonKerman said:

So, what is this?

A KSP roleplay. It's difficult to explain but I guess model UN crossed with risk and collaborative writing.

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  • 2 months later...

KERBALPOWERS 2075

Following on from the additions of 2070 kp 2075 cleans up and improves the systems added

WHAT'S NEW?

KP 2075 focuses on automation of game systems for easier use.

War and Conflict guide
Link

Improved AI
AI GDP now varies by 50%. AI will now take action against players if deeply negative in opinion. Green type ideologies have now been amalgamated so nobody has to redo their forms.

Trade v4
Fight for control of trade nodes across kerbol to boost your power or keep your enemies down.

WHAT'S DIFFERENT?

A number of changes have been made to how the game works in conjunction with KP 2075 to allow more ease of use.

Cleaned Economy Again
The economy sheet has been downsized even further into a single row and is sorted alphabetically. This change is in anticipation of trade additions.

Improved Sign Up Sheet
Questionnaire has been trimmed down and now tallies on GDP size. Outcomes are now automatically converted to game data.

WHAT'S COMING?

Recruitment drives, overhaul of corporations, and KP's new year event.

QpSDw2M.png

Also here a set of info about our first year running

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KERBALPOWERS 2076/7

Making changes and small additions to 2075 systems

WHAT'S NEW?

KP 2075 focuses on automation of game systems for easier use.

Expanded Conflict Systems

Added mechanics for battle retreat, a simplified grand strategy map, and conditions for declaring or joining wars.

 

Improved Corps

Corps now have alternate routes of income and will greatly benefit from future updates.

 

 

Improved AI again

AI relation sheet automatically displays who AI are subjects of and what AIs nations are lords over. AI eco is now simpler to track and manage.

 

Colonies

Spread Bastions of Kerbal society across the system. AI colonies allow alternate routes of power projection from Moho to Eeloo.

WHAT'S COMING?

Improvements to production, and more developments on the next event.

 

Making changes and small additions to 2076 systems

WHAT'S NEW?

Collapse stuff and preparations for December's event.

More Collapse Scenarios

Double the number of potential disasters should you mismanage your funds. New scenarios are less damaging to couple the higher overall probability.

Collapse Buildup

Percentile chance now stacks year upon year with negative chance reeling it back in.

Improved Production

Corps produce a greater amount of craft per money spent the more locations they have.

Colony Changes

Colonies can now be merged and have a defined area of control.

Better Explanations 

Game systems now have more comprehensive descriptions of each component via notes.

 

 

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KERBALPOWERS 2083 POLL UPDATE

2083 is a major update to many game systems in response to player feedback from the new years poll

Wiki Home page - Zekes

Task was not completed

Modpack Improvements - Gag

Several New, larger, armor pieces have been added alongside weapons grouping to the game specific BD. A new colonial pod has also been added which will help to drag down the part count of ark ships while maintaining balance.

Discord Rules - Plecy

Task was not completed

Corporate Expansions - Twinky

Task was not completed

Economy Rebuild - Spartwo

Nations are capable of going into debt with excessive spending automatically withdrawn from savings. Collapse is a function of the ratio of DEBT to GDP. A conflict guide style document to accompany this new economy is partially complete. Trade in either direction have been amalgamated into a single value as the new economy allows for negative values. The Craft management sheet has been updated to match this new economic model, existing craft lists from the old management sheet can be pasted into the new.

Trade Node Balances - Gag

Appropriate changes made, increased value of Doren, Kolus, and Firesvar. Reduced value of Veiid and Kafrica

Colony Improvements - Miffed

The new colony changes make investment scale with population present- if you have more kerbals on site than you need to create a colony with your target GDP, the setup cost goes down.

AI Calculation Changes - Spartwo

Gifts to AI carry a hard maximum to prevent "AI bribery" towards nations that view the player nowhere near positively enough. Ideological similarities or differences now act as a multiplier of opinion rather than a stacking effect. This makes AI value the actions of similar nations more highly than that of dissimilar. Remaining with ideology, a third green dataset has been re-introduced. Antagonism. A conflict style guide has been introduced to accompany the changes, see here for ideological descriptions. A number of AIs have been tagged as independence focused, this means they cannot be aligned through any means.

AI Events - Herr

Task was not completed

Mid-war exit procedures - Twinky

Task was not completed

Industry - Twinky

Task was not completed, proposed by Twinky

Event Planning - Zekes

Task was not completed

Suggestions Channel - Dark/Thrity

A suggestions channel remains open on the RP discord, any notable suggestions made are taken to the mod team for implementation.

All resources have also received a visual overhaul. The prior statement that any player who completes a task is automatically taken to vote for mod status and any existing mod that fail to complete any task are demoted.

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