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Old 12-09-2020, 02:22 AM   #11
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Default Re: [GAME] Synthesise a Cybercity!

Answer 9
1) The Interface
This establishment started life as an E-sport arena complete with wall to wall holographic displays. But when E-Sports fell out of favour the location was redeveloped as a meeting place and virtual conference center. Given that this isn't a particularly profitable business things have become quite run down. Now visitors can get a drink and chat to people who don't care that their avatars are a bit glitchy but also appreciate that the mandatory logging systems have failed due to a lack of maintenance.

2) Sushi Steve's
The sushi is expensive and awful.
On the other hand the show you get with it is often unique. Genetically Engineered fighting fish and other aquatic creatures battle it out once or twice a night. The loser then gets served to the crowd.

3) T'mish
The old Transmission towers used during the automated construction of You-topia are now inhabited and visited by teens from a wide range of social stratas. A fully landlocked(?) seaweed choked pool with the mothballed original pier and drone hutches around the edges. The area is dominated by the skeletal transmission tower.

4) Open

5) Open

Question 14
Gilga is a purveyor of locally made sublegal devices, given that the most available local resources are mainly plastics and biological compounds what specific things does sie make?

(Question 5 was answered a few posts back)
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Old 12-09-2020, 07:07 AM   #12
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Default Re: [GAME] Synthesise a Cybercity!

Quote:
Question 9 [CTY][Name 5]: Name and describe 5 popular hangouts.
Answer 9.4 [CTY]- Hangouts
4) Betty's Beachside Bunker
This is a popular draw for wannabe-military types as well as those actually paid to carry arms and look like thugs. This joint has heavily barricaded pill box chic and is decorated with whatever colourful flotsam finds its way onto the beach after a storm. The main draw is the machine gun emplacement where you can practise target shooting on the dog-sized muto-crabs that come crawling up the beach on rainy nights. A good place to either find muscle or find work as muscle. Also check the menu for the spicy crab hotpot.
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Old 12-09-2020, 08:11 AM   #13
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Default Re: [GAME] Synthesise a Cybercity!

Quote:
Question 10 [CTY]: Roughly how large is YOU-Topia's surface area?
Answer 10 [CTY] Area and Population
The city fills a roughly 12 mile square (19 km), making it 144 square miles (370 sq km, 92160 acres).

Combining this with the land use stats and assuming 2.5 people per dwelling gives these figures for the residential areas:

LDR 6.10%; 8.7 sq mi (22.5 sq km); 22,487 dwellings; 56,218 people
MDR 10.15%; 14.6 sq mi (37.4 sq km); 336,753 dwellings; 841,882 people
HDR 14.37%; 20.7 sq mi (52.9 sq km); 8,581,718 dwellings; 21,454,295 people

For a recorded population of 22,352,394 people.
(BTW- This is more than Sao Paulo, 4th most populous city on Earth.)

ETA: See the revised answer, with 11 million people.

---
Question 15 [CTY][Name 10]: Name and describe 10 different districts or locales in the city.

Question 16 [CTY]: What is the city's main power source?

Question 17 [CTY]: How is the city geometrically laid out (not necessarily square)?
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Old 12-09-2020, 08:40 AM   #14
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Default Re: [GAME] Synthesise a Cybercity!

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Question 13 [SET]: What were the Master Wars fought over? Who won, and how?
The Master wars were a series of conflicts fought in the wealthiest cities of the world featuring urban revolutionaries, corporate security, and heavy use of remote drones and electronic warfare. The issues fought over are disputed even today, with each side accusing the other of making a bid for world dominance. The inciting incidents for each side were often nearly trivial, with an underlying distrust of corporate power and of popular movements driving each side.

The winners were a group of corporations known as "The Securities" who were not targeted by the revolutionaries until the later periods of the war, and who developed and perfected urban warfare. They won huge concessions to act in inner cities from most governments, saw many of their rivals crumble, and ultimately defeated the revolutionaries.

Question 14:
Is YOU-topia unqiue in its status as a plastic island floating off this particular coast?

Question 15:
What does the city produce that enables the millions of quasi-captive citizens to be fed?
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Old 12-09-2020, 10:01 AM   #15
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Default Re: [GAME] Synthesise a Cybercity!

Question 15 [CTY]: Is YOU-topia unique in its status as a plastic island floating off this particular coast?

So far, but rumors of similar projects in the works (and job opportunities for skilled and discrete saboteurs) are rife.

Question 16 [CTY]: What does the city produce that enables the millions of quasi-captive citizens to be fed?

Hope you like algae-burgers, citizen.

Question 17 [CTY][Name 10]: Name and describe 10 different districts or locales in the city. OPEN.

Question 18 [CTY]: What is the city's main power source?

Hydroelectric and Solar, officially. Unofficially, that big ol' fission plant has a lot to do with it, which they say is 100% safe when it comes up, but those giant mutant crabs didn't mutate themselves...

Question 19 [CTY]: How is the city geometrically laid out (not necessarily square)?

It's a gigantic letter N, of course! Visible from orbit, like a trademark on the world. They may have lost the Wars, but NeuroCorp remain arrogant bastards until the end. The city's location and design are a natural source of a lot of crazy Mad Max + Waterworld action.

Question 20 [CTY]: PASS
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Old 12-09-2020, 10:43 AM   #16
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Default Re: [GAME] Synthesise a Cybercity!

Question 17 [CTY][Name 10]: Name and describe 10 different districts or locales in the city. 8 of 10 OPEN.

1/10. The Furnace.
A cluster of server farms in large, windowless buildings covered in radiators. Rumor is they have their own nuclear power source hidden away. Directly adjacent to the biggest Net uplinks. Always 10 to 20 degrees hotter than the rest of the city.

2/10. The Reef.
A massive tangle of small seasteads, boats and actual rafts. Originally intended to be something anyone could enter or leave, it has become so tangled and interconnected those in the center have no hope of escape. Many parts have sunk, held in place only by mooring lines and still attached power cables. Any regulation of arriving or departing vessels here has completely fallen apart.
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Old 12-09-2020, 10:46 AM   #17
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Default Re: [GAME] Synthesise a Cybercity!

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Question 16 [CTY]: What does the city produce that enables the millions of quasi-captive citizens to be fed?

Hope you like algae-burgers, citizen.
Question 21: Expanding upon 16, what does this city export that makes it worth it for NeuroCorp to keep it afloat?
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Old 12-09-2020, 11:14 AM   #18
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Default Re: [GAME] Synthesise a Cybercity!

Question 21 [CTY]: Expanding upon 16, what does this city export that makes it worth it for NeuroCorp to keep it afloat?

NeuroCorp is chiefly notable for inventing and leading the cutting edge in Artificial Neuronic Computers (i.e. fake brains). The original plan for YOU-Topia was to be a city-sized factory to produce ANCs and all the semi-products in between. When they lost the Master Wars, they tacked on office spaces and executive housing.

YOU-Topia has suffered lean years, especially after self-improving programs were introduced. There were some doubts that it would make a centennial, but after Humanity passed a ban on non-biological AI, NeuroCorp is back on top.

Question 22 [CTY][Name 10]: Name and describe 10 different districts or locales in the city. 7 of 10 OPEN.

3/10. Central Neuron Fabricator Area
Nobody swims in the water around YOU-Topia (well, not willingly). The fact that there are still "DO NOT SWIM" signs all around NeuroCorp's Brain Factories says something, but nobody's sure what.

Despite being an industrial area, the lack of pollution (there aren't even dumpsters around the factories) and heavy transit infrastructure creates enormous opportunities for commercial activities. The ambience created by the nearby factories and weird shaped lots available generate a great number clubs. Corporate security ignores the organized crime as long as nobody disturbs the factories.

There are residential areas on the edges of the CNF Area. Long-time residents have claimed that the area's been growing faster over the last decade. Figuratively, not literally. Literally is just conspiracy theory.

Last edited by TGLS; 12-09-2020 at 11:35 AM.
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Old 12-09-2020, 03:29 PM   #19
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Default Re: [GAME] Synthesise a Cybercity!

Question 22 [CTY]
Name and describe 10 different districts or locales in the city.
4/10
Sluse
YOU-topia's primary source of raw biological material for ANC production (and many other things) is seaweed which exists in staggaring quantities in the doldrum like ocean nearby. Vast forests thousands of kilometers long thrive as a result of globally warming. Ships, drones and booms drag and push masses of algae the size of small countries to the city to be ground up and processed in vast tanks that also serve as a keel for YOU-Topia.

This sector of the city is a smelly industrial port with that's constantly swarming with activity. This mixture of chaotic industrial town and ships crews on leave creates a perfect environment for crime, sleaze, smuggling and even more crime. Organized crime is big here, but they hardly dominate the underworld, competition is rampant.

A security crackdown in this area is most likely to be a token rounding up of the juves and phans who scrounged a living off the detritus they can find in the seaweed before it gets sucked into the grinders.

5/10
The old ways
Way back during the Master Wars the undersea canyon that passes beneath the city was used by submersible oil tankers to smuggle petrochemicals from DCG* territory. A whole network of facilities and residences was built by the ex and psuedo military people involved. Now this group has faded into relative obscurity, but they do have an easier time getting metalic and other easier to detect sublegal material such as explosives into the city.

*Democratic Centralised Governments

Question 23
Describe some of the criminal groups that operate within the Sluse
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Old 12-10-2020, 08:06 AM   #20
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Default Re: [GAME] Synthesise a Cybercity!

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Originally Posted by Daigoro View Post
Combining this with the land use stats and assuming 2.5 people per dwelling gives these figures for the residential areas:
...
HDR 14.37%; 20.7 sq mi (52.9 sq km); 8,581,718 dwellings; 21,454,295 people

For a recorded population of 22,352,394 people.
Quote:
Originally Posted by TGLS View Post
HDR: High-Density Residential. Mostly small apartments for salarimen and other laborers. Approximately 648 dwellings/acre.
Actually, 22 million people is rather high, especially with 21.5 million of them crammed into just 20 sq miles. Maybe it's possible, but no one would be able to go anywhere without being stacked 10 people high in the street.

First, I'll adjust the people per dwelling in HDR down to 1.1. This is maybe more likely to be single workers than families, but I'd also like to know where the 648 dwellings per acre figure came from. Is it based on somewhere real world? Or is it from one of those planned mile-high arcology projects?
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