Author Topic: Lore descriptions for base facilities [WIP]  (Read 770 times)

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Offline Foehn

Lore descriptions for base facilities [WIP]
« on: April 04, 2022, 10:59:59 PM »
I consider myself an aspiring creative writer, and I love me some SMAX. This will be an ongoing project as I work things out. Now, I know that base facilities have a lore snippet attached to them giving some flair to it, but I'd like to go a step further, to directly describe (hopefully without being too long winded) the base facilities. I considered putting this on the wiki, but thought it'd be more sensible to run it past the community instead of going off half cocked. Now, let's get started!

Headquarters: The seat of government and military command for a facation, and typically the office of the faction leader.

Aerospace complex: A complex dedicated to the maintainence, launch and rearming of aircraft and the training and housing of their crews. Also contains platforms for orbital and missile launch and command.

Aquafarm: a coastal facility where nutrient rich kelp and farmed fish are cultivated in cordoned off sections, tended to by juvenile sealurks.

Bioenhancement Center: Cybernetics, genetic, surgical and other enhancements are developed here to be distributed to the faction's military. Contains dedicated gene-pools where native life forms are bred for the army's use.

Biology Lab: A lab dedicated to the study of biological sciences, it also contains medicated gene pools where psi talents can nurture new broods, and heal existing ones.

Brood Pit: An area dedicated to the breeding of native life forms for use by the military and sciences, due to emulating native conditions in which mind worms, spore launchers and locusts would breed in, they mature more efficiently. These creatures have a fearsome reputation, and would-be criminals always think twice with one close by.

Centauri Preserve: A dome set aside for preserving planet's native environment, reversing at least partially the damage done by industry. Native life bred in bases will also have a healthy environment in which to mature, allowing them to grow stronger.

Children’s Crèche: This facility is several in one, a chain of schools for children of all ages to be educated in as well as care provisions for those of a pre-school age. Teaches it's students techniques to resist psychic intrusion, increasing base resistance to mind control. Garrison forces will also fight harder for the sake of their sons and daughters.

Command Center: A complex dedicated to command and control of local ground forces, housing and training facilities for troops and secure storage of weapons and vehicles.

Covert Ops Center: A misnomer, as this facility does not have one designated location, but rather is a decentralised network spread out through datacenters and safehouses for probe teams to be trained, and respond quickly and effectively should enemy agents attempt to breach security.

Energy Bank: With discrete packets of energy being used as currency, there comes a need to securely store, transfer, lend, loan and invest. A base's energy bank serves all these purposes.

Flechette Defense System: A series of turrets controlled by an automated guidance and early warning system, which can shoot down incoming missiles in a hail of supersonic projectiles.

Fusion Lab: This facility acts as a small deuterium fusion power plant with a dedicated lab attached to it, studying ways to make the reactor more powerful and efficient. Labs at this base are prioritised for power, allowing for higher energy experiments to be carried out.

Genejack Factory: A crowded factory staffed by lobotomised genejack workers. Has considerable factory throughput, but the lack of higher brain functions renders them vulnerable to mind control, citizens at this base will also protest it's existence.

Geosynchronous Survey Pod: A mapping and sensor satellite in geostationary orbit, linked to the base's aerospace complex and command center, it provides advance warning of enemy troop movements near the base.

Hab Complex: A new section of the base filled with shoebox apartments and the amenities and life support to house another 70,000 people.

Habitation Dome: A city sized complex of housing, food bays, life support plant and other requirements needed to house up to 127,000 people.

Hologram Theatre: An extensions of the recreation commons, which regails those present with incredibly lifelike holograms and experiences, both public and private shows are available.

Hybrid Forest: A sealed yet maintained dome in which plants from both Earth and Chiron are planted, and allowed to grow together as naturally as possible. Makes the population happier knowing that the familiar and foreign can in fact get along, and study of these forests can harvesting nutrients and resources from outside forests more efficient.

Nanohospital: A medical facility which aims to cure illness and injury through programmed nanomachines which destroy infections and repair damage for defective tissue and even genes non-invasively, researchers can also study this process as it happens and perform further experiments on volunteers. The population feels at ease knowing that such advanced care is close by.

Nanoreplicator: An industrial facility which uses energy-matter conversion, nanomachines and advanced robotics to create perfect replications of programmed patterns. Greatly reduces the damage caused by manufacturing and mining, as replication is a clean process.

Naval Yard: A series of shipyards, seat of the admiralty and sea facing fortifications which act as the center of operations for a faction's navy.

Nessus Mining Station: an offworld mining complex on Nessus, along with a manned orbital facility above Planet for processing and storage.

Network Node: A datacentre for local and planetary datalinks, as well as giving local labs supercomputer and data storage facilities.

Orbital Defense Pod: An automated geostationary satellite connected to a base's aerospace facility, designed to intercept incoming missiles with a powerful laser. Can be reoriented to attack other satellites.

Orbital Power Transmitter: An automated orbital facility which consists of an array of high efficiency solar panels and magnetic scoops to collect solar winds, a transformer section to create usable power, and a transfer beam which sends the power to a planetside collector.

Paradise Garden:

Perimeter Defense: A series of walls, bunkers and security sensors around the edge of a base intended to give a base's garrison a decisive advantage against invaders.

Pressure Dome: A meters thick transparent arcology dome which is intended to waterproof sea bases, and protect coastal bases from rising sea levels.

Psi Gate: With the discovery of bulk matter transmission and efficient energy-matter coversion, these large gates allow entire regiments and their equipment to be instantly teleported to another gate controlled by the same faction.

Punishment Sphere: a transluscent sphere filled with nerve stapling equipment, into which a troublesome drone is restrained before a psychologist administers a series of treatments designed to render them calm and compliant. But, talents will move away or otherwise keep their heads down, fearing retribution by the state. Scientists will also work less efficiently, fearing that they may be next for their research treading on someone's toes.

Quantum Converter: The ultimate recycling plant, into which bulk amounts of scrap and waste can be broken down into their constituent particles, and re-assembled into much more useful materials.

Quantum Lab: A direct upgrade to the fusion lab, with the power plant being a much more powerful quantum reactor. With their own dedicated power supply, labs can work more efficiently.

Recreation Commons: A building, or set of buildings for citizens to spend time away from work, to play and relax. engaging in sport, games, lively debates and shows, and places to quietly rest. Though the nature of these places varies faction to faction, from the glittering casinos of Morgan Industries, the rowdy fighting pits of Sparta Command, and the somber reading rooms of UN HQ.

Recycling Tanks: A simple set of silos and a processing facilities for the composting and recycling of organic matter. Any organic matter.

Research Hospital: A medical facility where doctors work tirelessly to cure illness and injury, while also conducting medical research on how to better advance the field of medical science. A good hospital reassures the populace, and keeps stocks of vaccines and medications to fight disease outbreaks.

Robotic Assembly Plant: A factory complex in which all the main manufacturing and assembly work is performed by advanced industrial robots and machines, with humans workers acting as overseers, specialists and maintainence crews.

Skunkworks: A combination of 3 smaller facilities, an engineering lab where new weapons, vehicles and such are designed, as dedicated assembly plant, and a testing ground. Makes the prototyping of new technologies much more efficient.

Sky Hydroponics Lab:With bases becoming more crowded and their demand for nutrients ever increasing, sky farms such as these consist of massive grids of genetically modified vegetation grown through sunlight and supplies of water. Just one of these complexes can feed thousands.

Stockpile Energy:

Subsea Trunkline:

Tachyon Field:

Temple of Planet:

Thermocline Transducer:

Tree Farm:

Some entries may be blank for now, but I am working on them. Feel free to contribute if you want!
« Last Edit: April 10, 2022, 09:16:59 PM by Foehn »

Offline Geo

Re: Lore descriptions for base facilities [WIP]
« Reply #1 on: April 05, 2022, 10:24:09 AM »
It seems to me that you're tyring to create alternative help text for the base facilities? But without the helpful links to other concepts in the database?

Offline Misanthrope

Re: Lore descriptions for base facilities [WIP]
« Reply #2 on: April 05, 2022, 01:34:58 PM »
It seems to me that you're trying to create alternative help text for the base facilities? But without the helpful links to other concepts in the database?

IMO, looks like fun.  I may be wrong, but it sounds as if they are trying to meld the limited tech and capabilities of the original game into modern realities.  It COULD BE my own OCD talking here, but I'm translating this in my own head as such...

We got a new(-ish?) SMAC(x) fan...
(ultra-hurrah!)
...putting some thought into this d'lovely old world and blessing us with a fresh new perspective into what us stodgy old-timers have ceased to question, trying to spark some thought and maybe even some controversy by dropping this stub of postulation into the forums here instead of summarily dumping their own opinion into the WIKI...
(thanks for the restraint)
This list MIGHT be oversimplified and/or skewed, so we're open to debate... and I'll be back when I'm NOT Stupid tired.

That said, lets ARGUE!
rLound 1: NEWCOMER vs. OLD-TIMER   .....FYGHT-Oh!


...goofing.  Sorry. :P
Well, sort of.  How's say 'thoughtful and considerate discussion'?
- - - - - - - - - - - - - - - - - - - -
...but withall all t3h tyops and mipselled wrods.

Offline Foehn

Re: Lore descriptions for base facilities [WIP]
« Reply #3 on: April 05, 2022, 07:53:18 PM »
It seems to me that you're tyring to create alternative help text for the base facilities? But without the helpful links to other concepts in the database?
I just thought a more literal description of the facilities would be interesting


Offline MysticWind

Re: Lore descriptions for base facilities [WIP]
« Reply #5 on: June 10, 2025, 05:07:01 PM »
I quite enjoyed these, great flavor text for any fan projects like Planetfall for Civ IV, hope everyone returns to this forum one day.

 

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