The heart of Ther'avare! Join in the conversations and make yourself known amongst your clan, and participate in its life, culture, and art!

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Leonis on Sat Aug 04, 2012 2:12 am

Timotheus wrote:Well, this week's EA was certainly eventful for the Mana Project (8/1/2012).

For right now though, it would probably be best if everyone held off on mana plant advices and concentrated on trade goods and the military aspects. As soon as we've checked on the test park again we can discuss the steps to use these new resources, but so far I haven't had any volunteers to be mana managers and we should be careful about just scattering all this bounty around without some form of oversight in mind.

The other four parks also have to have their final preparations made before the seeds are planted and we should have a little better idea what these mana vines are all about before we cover our houses with them.

If you just can't wait though, say something like, "Build shelters and planters in the other parks and then plant seeds" (67 letters)



Seed the parks with mana plant seeds & cover houses with Wall Mana Plants (73) Is what I came up with. Though advocating a more cautious thing. The Hunters mostly seem to wish to push a bit further a bit faster with a bit less caution.
Leonis
Demon
 
Posts: 635
Joined: Fri Feb 25, 2011 8:58 pm
Clan: Jaal'darya

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Loniar on Thu Sep 13, 2012 1:32 am

Possible Time Skip Advices

So, we created the parks and filled them up with mana plants. Awesome! But now we've got to do the heavy lifting over the second timeskip. It'll be coming up soon, and what's a better way to spend the next seven years than doing a little botany to keep from getting old and allow mana teachers to travel to the overworld and hang with us?

The advice we have right now is:
[9:18:59 PM] Luisa: "Watch over parks and mana plants, save seeds, increase plants and mana field"

Personally, I'd like to do a little more with selecting strains of plants that do particularly well. Not to create a superplant (...yet, perhaps), but to make sure that our mana field stays stable and strong enough to provide for the huge expansions that'll happen when our colony grows into nation over the time skip. Also, our mana specialists might want to do some experimenting with them.

This'll be cross-posted in the Timeskip Projects for more collaboration.
User avatar
Loniar
Tainted
 
Posts: 163
Joined: Sat Apr 25, 2009 9:03 pm

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby James Rye on Thu Sep 13, 2012 8:56 am

I dunno about the experiments/superplant. The nals/Jaals are much better than us at that and they needed centuries for that. *hmmm*
If we need superplants then i guess we should ask for it cause we don´t really have the green thumb like they do if we look around our colony. XD
User avatar
James Rye
Dragon of the Nether
 
Posts: 3394
Joined: Sun Apr 04, 2010 5:02 pm
Clan: Kyorl'solenurn

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Timotheus on Thu Sep 13, 2012 11:21 pm

I would suggest that G-22 would be a good site for remote logging. Build a logging dock there for the boat, sail in the foresters and slaves and use the boat as a base camp, cut timber and bring it to the lake shore and then float it as a lumber raft back to Amaverda.
If I knew what I was doing I'd be dangerous.
User avatar
Timotheus
Vel'akar
 
Posts: 1762
Joined: Mon Feb 08, 2010 8:38 pm
Location: Either building something or kibitzing someone else's project. Mana, boats, and mills!
Clan: Tei'kaliath

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby minalia on Thu Sep 13, 2012 11:31 pm

Let me be very clear on what needs to be done.

Don't bother writing some utter useless advice like keeping the parks fresh of any critters. Thalar has warned us that this is a normal action that will be put on auto mode such as harvesting food and other bare essentials.

What needs to be done is to expand the mana fields in other sectors. That is what really matters. Expand or DIE is the name of the game right now.
A survivalist should not be a pessimist, he should always be positive, happy and enjoying life more than anyone else because he understands that each minute of peace we have is precious and unique, and he never takes it for granted.
User avatar
minalia
Dragon of the Nether
 
Posts: 2753
Joined: Sat Apr 18, 2009 7:45 pm
Clan: Tei'kaliath

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Nacht on Fri Sep 14, 2012 8:17 am

How about this?

"Expand mana plant fields, buy more seeds and vines, put plants where needed" (75)

Note: this advice includes the word "buy" which is essential, as Mili hinted in the latest update that we SHOULD absolutely trade our goods for more mana seeds
User avatar
Nacht
Summoner
 
Posts: 481
Joined: Mon Feb 14, 2005 1:43 pm
Location: Costa Rica
Clan: Tei'kaliath

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby James Rye on Fri Sep 14, 2012 9:01 am

Timotheus wrote:I would suggest that G-22 would be a good site for remote logging. Build a logging dock there for the boat, sail in the foresters and slaves and use the boat as a base camp, cut timber and bring it to the lake shore and then float it as a lumber raft back to Amaverda.


Yeah, that sounds good. Far away from the colony so that it can´t hurt our pool but quick enough with the boat to get lots of lumber back home.
User avatar
James Rye
Dragon of the Nether
 
Posts: 3394
Joined: Sun Apr 04, 2010 5:02 pm
Clan: Kyorl'solenurn

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Loniar on Sat Sep 15, 2012 3:11 am

James Rye wrote:
Timotheus wrote:I would suggest that G-22 would be a good site for remote logging. Build a logging dock there for the boat, sail in the foresters and slaves and use the boat as a base camp, cut timber and bring it to the lake shore and then float it as a lumber raft back to Amaverda.


Yeah, that sounds good. Far away from the colony so that it can´t hurt our pool but quick enough with the boat to get lots of lumber back home.


This sounds like an excellent idea. We definitely need to establish some sort of system to efficiently log away from our colony.

Nacht wrote:How about this?

"Expand mana plant fields, buy more seeds and vines, put plants where needed" (75)

Note: this advice includes the word "buy" which is essential, as Mili hinted in the latest update that we SHOULD absolutely trade our goods for more mana seeds


Buy more seeds, got it. I'd eventually like for our stocks to replenish themselves every reproductive cycle, but that might be a ways away. If that advice is for the longer timeskip, though, we ought to add some sort of phrase to it for altering the plants via selective breeding. After all, we have six years, so a lot can be done to make them more efficient and useful. I've gotten a few suggestions from members about modifications to be considered that I'll list in a separate post for perusal.
User avatar
Loniar
Tainted
 
Posts: 163
Joined: Sat Apr 25, 2009 9:03 pm

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Loniar on Sat Sep 15, 2012 3:20 am

About Mana Plant Breeding Over The Timeskip:

To address Sen's concerns, it only takes a matter of years to selectively breed for already existing traits in a population's gene pool. Thanks to the wonders of genetic variance, some of the plants that we currently have in our possession have more efficient and desirable traits than others. While perfecting a 'superplant' (which we are not trying to do, as it can be ecologically damaging and extremely tedious) is a monumental task that would take quite a long time to achieve, selectively breeding for known, measurable traits is much easier and can be done over the span of several generations to great effect.

Science Science Science follows this warning. Skip to the TL;DR if you'll take my word that it's insanely easy and near necessary for the success of our colony.

For example, let's suppose that plant A might release mana at rate X, plant B at rate Y, and plant C at rate Z. This is highly likely as no two plants can be expected to have the exact same genetic structure because of different genetic lineages and gene-level mutations. If rates X and Z are higher than rate Y, then selectively breeding plants A and C together raises the chances of their union's various offspring having mana releasing rates higher than Y. Repeating this process over several generations is unlikely to bring about a plant with a rate exponentially greater than either A or C separately, but it would at the very least normalize the population so that, eventually, all of the mana plants' mana producing rates are around X and Z's level. This is, of course, barring dna replicating errors that would result in a favorable mutation regarding mana producing rates or the Hand of Kern Genetics (because if sunlight + drow = dark elves, then who knows, maybe mana plants + mana specialists = superplants?).

Now, this may not seem very useful at first glance, but from a botanical standpoint, it's simply magnificent. Not only can we achieve such breeding tactics, since the concepts are easily extrapolated from a drow's knowledge of animal breeding (like one might breed dalmatians for fluffier coats or tikis for shorter legs so they can't escape our love), but when even a small increase in efficiency or usefulness is spread across our mana plant population, the visible effects of said increase grows exponentially.
TL;DR for Lazy People:
1) Plant breeding is extremely easy, even for silly drow, when done on an amateur level and ought to be exploited for our benefit.
2) Please peruse the trait options below.

A question begs to be asked: what traits should we pursue for our mana plant population? These are just a few of the suggestions I've come across while talking with our members. Feel free to add anything else you'd be interested in pursuing.

• More efficient mana production (aka more mana provided per plant)
-> this would greatly increase the size and strength our mana field
-> the above would allow for the inevitable sprawl into the area around our walls over the timeskip
-> also, it would make it safer for underworld drow, such as teachers, refugees, or additional colonists to travel to us
• More successful seed dispersal (whether that be for a wider spread of seeds or more seeds per reproductive cycle)
-> this would make it easier to acquire mana plants and make our plant population self-sustaining
-> additionally, it would give us extra seeds and open up the possibility for making more mana pools for outposts and allied villages
• Hardiness (as the current mana plants are rather fragile and might have trouble being taken to a different area should we have to relocate)
-> this would lessen the chance of freak epidemics damaging our mana pool
-> also, we could possibly sell them to other overworld colonies who are having trouble with establishing a mana pool for mega profits
-> imagine a world moving to the surface (which we already know is happening) where we have a monopoly on breeding and selling easily transplanted mana plants

Source: strong scientific background that includes extensive readings of genetic selection and population dynamics.

EDITS: Tohya advises using the native plants we found. Thanks for the excellent suggestion - the more genetic variance we have, the better chances we have to run into something fantastic.
Last edited by Loniar on Sat Sep 15, 2012 3:37 am, edited 3 times in total.
User avatar
Loniar
Tainted
 
Posts: 163
Joined: Sat Apr 25, 2009 9:03 pm

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Tohya on Sat Sep 15, 2012 3:29 am

If you're going to try breeding, don't forget the native mana plants found in i17.
User avatar
Tohya
Vel'akar
 
Posts: 1726
Joined: Sun Oct 05, 2003 7:25 pm

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Wy'shira on Sat Sep 15, 2012 4:06 am

I think that if we are going to selectively breed towards something, we should breed towards more efficient mana production. Great info btw. :)
What is done under compulsion is done without understanding. There is no more beauty in it than if one should whip and spur a dancer. -Xenophon (paraphrase). Follow your heart.

Wy'shira = Eloh.
User avatar
Wy'shira
Summoner
 
Posts: 304
Joined: Thu Mar 22, 2012 1:50 am

Re: Mana Conservation Plan, reference topic, Save Our Mana

Postby Timotheus on Sat Sep 15, 2012 6:08 am

The problem with improving our mana plants with EA actions is that there is no mechanism within the game for doing so other than the whim of the game mistress, much like there is no method for animal husbandry, weapons improvement or better mousetraps. The process is, irregardless of how much real world science we drag in, a group of players say we want to improve (or create) item X and the GM says; A- Get me a drawing /Tell me more about this (stalls for time to ask Kern) B- You will have to do the following... or C- Sorry, it's against the laws of nature and reality and is therefore impossible so drop it.

And that's how it works. Logic, rationality, science, history, and real world examples don't really play much of a part.

For a situation like the time skip, asking for something as ethereal as mana plant improvements is just too specific. We can make a blanket statement to continue improving the mana field of our colony for the big time skip and that should pass and accomplish everything everyone wants. Getting more seeds and plants, taking care of the plants we have, watching the parks, expanding fields, improving plants, rats, and even bugs. researching mana fruit bombs, and everything else. Who knows, maybe we'll be exporting mana smoothies.

Example - "Continue actions to improve, retain, and expand the colony's mana fields." (73 letters)
If I knew what I was doing I'd be dangerous.
User avatar
Timotheus
Vel'akar
 
Posts: 1762
Joined: Mon Feb 08, 2010 8:38 pm
Location: Either building something or kibitzing someone else's project. Mana, boats, and mills!
Clan: Tei'kaliath

Previous

Return to Community Centre

Who is online

Users browsing this forum: No registered users and 2 guests

cron