Ring Colony

Proposals

Tell the Archive what to look for on the Wheel. Every day Marc picks a few fragments and the Assembly votes on which one becomes real next.

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Proposals

Hearts of the Crew

Your colonists stop being workers and start being people. Every colonist gets a mood that rises and falls with how they’re living. A full belly, a warm home and services nearby make them happy. Hunger, cold nights and long walks to work wear them down. Happy colonists work faster and have more children. Unhappy ones slow down and may eventually leave. Tap a colonist to see their mood and what’s bothering them, and keep an eye on a colony-wide happiness bar. First version: mood per colonist, its effect on work speed and births, and the reasons shown on their card.

Up for vote#3by Marc S.

Trouble on the Wheel

The ring is breaking. It’s time it started acting like it. Every so often something goes wrong, and you get a short warning before it hits. Meteor showers: a section of your sector is struck and a building may need repairs. Crop blight: one farm stops producing until a colonist treats it. Wall breach: a crack in the rim wall drains stability until you patch it with stone. Nothing comes without a warning, and nothing wipes out your colony in one hit. First version: meteor showers and crop blight, with a warning a few seconds before each.

Up for vote#2by Marc S.

The Rim Line

Lay tracks along the edge of the Wheel and let the train do the walking. The Makers left an old rail bed running along the rim. Restore it and your colonists can ride instead of hopping across the whole sector. Build stations and lay track along the outer wall. Colonists board at the nearest station and get off near their job, so distant stabilizers stop being a long walk. Trains carry wood and stone back to your stores. First version: one track, two stations, one train carrying colonists.

Up for vote#1by Marc S.