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ArcaneStomper
2012-12-05, 09:15 AM
IC Thread (http://www.giantitp.com/forums/showthread.php?p=14327195)

The Interstellar Voyages of the Green Star
In the far future the galaxy teams with life. Millions of worlds bustle with energy as a thousand races go about their lives. But for all their energy, for all their unfailing drive to grow and expand, the races of the galaxies are inherently restrained by a limit that they cannot breach. For the secret to exceeding the speed of light, or even approaching it, lies beyond their greatest scientists. A billion genius minds have considered the problem, but to no avail. Immense communication lasers propagate news through the galaxy at the speed of light, but it is merely a placebo, an unworthy substitute for the FTL drive so many races crave.

So many, but one. For amongst all the races of the Universe one race has mastered the light limit. The oldest of races, some call them the progenitors. Some call them ancients. But most call them a variety of unpleasant insults. For that race is long dead, and they did not see fit to leave their secrets behind for the younger races to uncover. But the proof of their knowledge is all too clear. An fleet of enormous starships, engineered out of the very stuff of life, and equipped with the unimaginably powerful engines that are the only things capable of breaking the barrier the universe has imposed on everyone else.

How many of these ships roam the galaxy, hundreds, thousands, a huge number surely, but compared to the teaming trillions of sentients which populate the galactic worlds, one which is far too small. Many races have tried to crack the secrets of those starships to capture and study them. But the ancient ones built too well. Whole war fleets have been annihilated by the weapons of the great ships. Entire worlds turned to ash by those who went to far in their prying. And of course once they leave a system there is no catching them.

But those wars occurred millenia ago. Occasionally a government forgets the past and tries again, failing of course, but for the most part the many races have learned to live with it. For while the Star Whales might not be willing to share their secrets they are willing to do other things. Specifically they allow other races to travel with them. And more than a few do. Entire civilizations have become passengers on the leviathans as they make their way across the stars. Of course it is no certain thing. The Star Whales do not make their destinations known or give warning when they are going to depart.

But that is a gamble many are willing to take. And when the Star Whales flash into a new system the space around them boils with activity as millions of galactic hitchhikers seek to trade with the system's inhabitants, explore for artifacts, set up new colonies, and a thousand other varied activities before the Star Whale once more vanishes into the deeps of space.

This is the tale of all the diverse inhabitants of one particular Star Whale. From the civilizations which have spent so long in her bowels they have forgotten space to the newest factions which boarded at her last port of call. She has many names, as many as she has passengers to speak them, but in the common tongue she is called the Green Star and these are her voyages.

Green Star Rules (v0.7 Territory Revision)
Interactions
The Universe
One of the main attractions of the systems that the Green Star visits is mining. This is accomplished in a straightforward manner. Through the use of large semi-autonomous mining ships, although they come in many different variants and range from single massive freighters to flotillas of smaller specialized prospector ships they are known collectively as Harvesters. While the Green Star is in a system factions send their Harvesters out to mine the local resources and bring back goods.

Although Harvesters are toughened to withstand most natural phenomenon they do stand to be in danger from two different sources. One is that not all locals take kindly to what they see as vagrant nomads stealing their resources, the second is that no matter how advanced and how tough a Harvester is if it fails to make it back to the Green Star before the Green Star jumps it will be stranded. Harvester operators are encouraged to pay attention to the Green Star's various activities, but steady stream are still lost.

Of course dangers aren't the only thing that Harvesters face. In between all their routine mining Harvesters will occasionally stumble onto alien artifacts. Most of the time these are little more than curios, which while still valuable as trade goods, have little practical use. But sometimes a Harvester will stumble upon a genuine Precursor artifact. This is quite a find and will usually create a fight to secure it on the Green Star. In very rare cases the Green Star itself may intervene to recover what its creators left behind.

Harvester technology is fairly well established and basic variants can be found in various networks and from information brokers at a cheap price even if a faction is new to the world of the Green Star. However more advanced Harvester designs are jealously guarded as they give a leg up in the areas of mining, fighting, or artifact hunting.

No matter the type however each Harvester will require a Port. More than just a docking hatch these facilities have been developed over centuries to handle all the repair and construction a Harvester needs for maintenance as well as the refining facilities necessary to convert its haul into useable goods.

Basic Harvester
Cost: 10 Infrastructure/ 20 Trade Goods
Resource Output: 5 Trade Goods per Turn
Defenses: 1 Mil (Defensive and Exterior Only)
Sensors: Level 0 (Basic navigation)

Basic Dock
Cost: 50 Infrastructure/ 100 Trade Goods
Capacity: 1 Harvester
Special: None
(This is just in case more are needed. Every faction starts with one and there are some more neutral ones.)

The Natives
Star Whales jump at random. Some spend most of their time in barren systems, some jump to empty space, and some even seem to target other Star Whales as their destination, but the Green Star is one of the class that shows a preference for inhabited systems. Occasionally it will jump to one devoid of native life, but this is a fairly rare occurrence. So any traveler on board the Green Star can look forward to meeting a variety of the inhabitants of the galaxy as long as they travel aboard the great ship.

Not all passengers have the same intentions towards those natives of course. Some factions ride the Green Star to raid, some to trade, some to learn, and some just like to mingle. Whatever the case may be those interested meeting new and interesting lifeforms need a way to get to them. For while the Green Star provides passage to a system where exactly in that system it ends up varies. So smaller craft are needed, smaller being a relative term of course.

To that end various species have built Hangars on the outer shell of the Green Star. These hangars provide ready space for the various inter system craft that the races on board use to get around. Each Hangar provides enough ships for (5 stat points) to be used in system whether these are raiding military ships or peaceful merchant traders.

Be advised that wall the factions of the Green Star do not particularly care what happens to the inhabitants of a system, there are some exceptions. Atrocities such as destroying civilian populations, orbital bombardments, or rendering planets uninhabitable will not be tolerated, as while interstellar communication is slow it is still entirely possible for an entire Space Whale to gain a reputation as malevolent due to its passengers. Ref. The Butcher, The Black Marauder, the Kal'Tok Maw. This pretty much kills any chance for factions that aren’t interested in fighting to do their own thing. On other hand light raiding is perfectly acceptable. Pirates are a known danger of the Star Whales and any system bound natives not prepared for it are just getting what is coming to them.

Do note however that while the natives are fair game other factions are not. Merchants, scientists, and tourists should be treated as essentially non targets while off the Green Star. And Harvesters are particularly inviolate as they have enough to worry about from irate local miners. Factions offering their services as military bodyguards to locals are of course not so protected.

Basic Hangar
Cost: 5 Infrastructure/ 10 Trade Goods
Capacity: 5 Points

The Neighbors
Of course systems are nice to visit, but it's the other passengers on the Green Star that you have to live with. The Green Star is very very old, and many of the races on board her have lived there for so long that they don't remember where they came from. On the other hand some races boarded within that last few years, and between those ends lays a whole gamut of various factions with various objectives, cultures, and needs.

There is no formal government binding everything together. Instead a vast web of trade, favors, influence, and just plain personal opinion binds everything together. There are a few overall values that the majority of factions subscribe, mostly not gaining the Green Star a reputation as a Terror Ship, not harming the Green Star, and not pissing the Green Star off, but for the most part factions can do whatever they can get away with.

What they can do comes to down to three things. What they can afford, a simple measure of their trade goods and capacities. What they can convince others to do, a measure of their Influence with other factions. And what they owe, as measured by the amount of favors that they owe other factions.

Influence is a general measure of all the dealings that a faction has on board the Green Star. Who they know, what contacts they can get information out of, and how much other factions will help them willingly or through fear. (Influence is simply treated as a stat, but can only be used to help other projects not on its own.)

Favors on the other hand are the specifics of what one faction owes another. Although the individuals on the Green Star trade favors of all sorts and using various means, the larger factions have more or less formalized the system. Small favors are simply tokens. Perhaps a trade good or two, or lending the use of some clerks or thugs to another faction's business. Medium favors are more serious, they require a rather more serious outlay on the part of those who owe them. A warehouse of trade goods, or small cadre of scientists or a strikeforce of trained operatives perhaps. A large favor is the most serious of all. These are rarely given out, and when called in a faction must devote a massive amount of resources to answering the call. Vast stockpiles of trade goods, the services of the head trading team, or even the manufacturing capacity of the entire faction. There are rumors of another favor, one traded between only the most powerful houses and never used, but rather held in reserve as bargaining chips.

It is of note that a faction can hand out as many favors as they want, but be aware that others are under no obligation to accept the favor in the first place if they do not believe you are good for it. This is because favors are not binding. A faction can always refuse to comply when one is called in, but to do so is to do serious damage to their own influence as their ability and intent to honor deals is called into question. The influence of such a faction is much reduced, how much is dependent on the size of the favor, and more than likely the offended party will nullify one or more of its owed favors if the offending party has any.

Also of note that favors can be traded and are still regarded as valid, but that trading a favor of a faction to a rival or enemy of that faction is considered bad form. Smaller favors can also be combined into larger ones.

Small Favor (2-4 Trade Goods, 1-2 Stat Points)
Medium Favor (8-10 Trade Goods, 4-5 Stat Points)
Large Favor (18-22 Trade Goods, 9-11 Stat Points)
Platinum Favor (???)

The Ship
It is true that there is no formal government among the passengers of the Green Star, but always hanging them over them all is the knowledge that they are very much still passengers. The Green Star acts rarely, but when it does its actions are taken as law.

Jumps

The most important of these actions is the jumps themselves. There is no delaying a jump, and there is no going back, so the passengers have amassed a large collection of superstition and folklore about how to predict them. Some of these may well be true, but those factions that have studied the Green Star long enough to know guard their knowledge jealously. What is known to all however is that the Green Star only twice in the entire history of all the combined passengers that have lived and died on it. Once it was after jumping into a system where the star was about to go nova. The other was when another Star Whale was already in the system. Since that Star Whale had an unusual profile which no passenger has ever found mention of again, and since the Green Star occasionally meets with other Star Whales without exhibiting the same behavior it is assumed that the particular Star Whale was a danger of some sort, and over the centuries it has become something of a shadow terror to the passengers of the Green Star.

In both cases that the Green Star immediately jumped again it spent an unusually long time in the next system, so most experts in the field of Star Whale study believe that there is some type of charging time required for the Green Star's drive to function.

The other established fact is the function of the jump itself. First ships do not have to be physically docked to the Green Star to be brought along. There is a small buffer area along the Green Star which has saved many pilots who cut things a little too close. However it is still recommended to dock as the environment in which the Green Star actually jumps is not a calm one. There is apparently quite a lot of turbulence in this space between space, and while docked ships and passengers inside are safe enough, ships that are merely close by have a strong possibility of washing away if they do not anchor themselves. Moving around the outer hull while in flight is also cautioned against. While time spent in this between space is much shorter than that in real space it is still important for two reasons. The first is that the Green Star diverts power away from resource nodes and into its internal systems. This leave factions with nothing to do but stare at each other. And the time spent there is often long enough that that is not enough. Many a faction war has been started by a species wide case of cabin fever. Second the Green Star will occasionally meet other Star Whales in the between space. If this happens the two whales will maneuver closer together and create a calm area between. This allows for trade by the two groups of passengers, and since the meeting of two star whales is relatively rare is usually a time of excitement and profit on both sides.

Zones

There are essentially three zones to the Green Star. The outer shell, the inner decks, and the deep core. Each of these three has noticeably different features which affect what the various passenger factions can do in them.

The outer shell is the least associated with the Green Star itself. Here the passengers have a more or less free reign to do what they wish and it is the only place where Docks and Hangars can be located, and so is the only place where the passengers can access the outside universe. The downside to this is that the Green Star's own infrastructure does not run here in any appreciable quantity. So power and life support is limited to what factions can build themselves. For the most part this is not an issue, but does limit what can occur here. (There are limits to the amount of stats that can be placed here. This will be based on territory.)

The inner decks lie deeper in the Green Star. They have ready access to the Green Star's own infrastructure and factions usually base the majority of their operations here. This is also where the engineers of various races have determined how to actually tap into the Green Star for more than minor power. These Nodes provide improved resources for their controllers, but occasionally the Green Star takes offense to this parasitism and sends antibody mechs to clear them out.

The Deep Core is neither the deepest part nor the core of the Green Star. But it is as far as passengers have ever been able to expand. A few explorers have gone even further, but all attempts to build facilities in those innermost sections have failed. Even access to the Deep Core is somewhat limited and factions jealously guard the territory they have managed to claim there. For in these regions the power never fails, and ready access to the Green Star’s neural matrix provides a bountiful environment for scientists and engineers. Some things however are not welcome here. Military presence is heavily curtailed by the Green Star which sends its own forces to quell fighting before it can damage anything delicate.

Basic Node
Cost: 5 infrastructure/ 10 trade goods
Resource Output: 2 Trade Goods per turn
Warning: Building more than 2 per territory is risky.

Territory stat caps
Outer Shell (5 total of any stat combination.)
Inner Decks (25 of each stat.)
Deep Core (35 total of any stat combination. +10 of any combination of research and infrastructure.)

(I reserve the right to place any feature on any deck as a special resource)


Responses

Occasionally the Green Star takes offense to something that a passenger has done. What it tolerates and what the response is varies by zone.

Outer Shell: Mostly left alone. Will occasionally send strikeforces if a particularly dangerous fight breaks out. (In excess of 50 Mil total) Will occasionally send small groups of drones to collect Precursor Artifacts. These vary between negotiation drones and mechanized task forces depending on how dangerous the artifact is and whether the owning faction has shown itself willing to negotiate in the past. In the outer shell if a task force of drones fails in its mission then the Green Star will attempt to contain the situation and wait to see what happens rather than send reinforcements.

Inner Decks: The Green Star watches what goes on here. It will regularly send strikeforces to suppress large fights (20 Mil Total). If its node threshold is breached it will send maintenance drones to destroy all Nodes, not just those of the offending faction. These maintenance drones will not fight, but destroying them will cause strikeforces to be dispatched to the problem area. These strikeforces can be defeated, but the Green Star will periodically send more strikeforces until the problem is resolved. Any artifacts or weapons of immense destructive potential, such as antimatter bombs, will be moved to an outer shell territory controlled by the faction that owns them by more maintenance drones. Note that the Green Star won't prevent you from building them there, just keeping them there once they become potentially dangerous.

Deep Core: The Green Star is very careful about this. Any concentrations of mil above 5 fighting or not will prompt the dispatch of strikeforces to remove or destroy the concentration. Any concentration above 10 will be destroyed. Any concentration above 20 will cause it to kick out all factions from the deep core for one turn. (Note that this frees up deep core territories for claiming.) WMDs are strictly prohibited for both manufacture and storage.




Stats
Actions
A new rule I am introducing to this version of Total War. Each stat has a certain number of actions which it can do in a turn. This represents both the necessary infrastructure to do multiple things, and the leaders to actually command the different groups. For instance you might have three mil actions. This means you could guard your base, set an ambush, and help guard your ally's convoy, but you couldn't do anything in addition to that. Note that your actions are just the number of things that you can do. You can allocate your stat between actions however you want. For instance if you had 10 military, then in the example above you could set 1 mil to guard your base, 6 mil to the ambush, and 3 mil with the convoy.

Each faction starts with two actions in every stat. More actions can be researched. Note that you don't need to do all your actions every turn. Having multiple actions provides no bonus beyond the ability to actually have multiple actions so if you want to forgo that and concentrate everything in one area you can.

Increasing stats:
Most stats can only increase themselves. This represents training to better do their own jobs. Most stats cannot contribute much increasing other stats. They can, but only at a quarter of their normal effectiveness. They cannot help other stats in actions besides investing. Merchants can't help soldiers assault a base, and spies can't help scientists study exotic particles. If you try something like you will need an extremely good explanation of how it works, or I will simply ignore it.

The Stats
Military
Military can be used to attack and loot other factions. The defender uses their military in defense.

Can also be used to intimidate other factions. The defender uses their morale in defense. Intimidation can be used to acquire information, and only information, that that faction knows.

Espionage
Espionage can be used to sabotage and steal from other factions. The defender uses their espionage in defense.

Can also be used to spy on other factions. The defender uses their morale in defense. Spying on another faction can be used to acquire information, and only information, that that faction knows.

Military and espionage are intentionally similar. Military attacks more easily rip out or destroy an opponent’s stats at the price of visibility. Espionage attacks more easily disable and misdirect opponent's stats, but are hidden. Intimidation more easily extracts information, but that information may or may not be reliable. Spying gets more reliable information, but less of it.

Military is a sledgehammer. Espionage is a scalpel. Both should be capable of addressing any given situation, but in different ways.

Infrastructure:
Infrastructure are the more concrete side of economics. It is how all the building and repairing and such is done. There are three functions it can be used for.

Constructing: Using infrastructure is the only way to construct Harvesters and Nodes. There may also be megaprojects unlocked by higher tier research that needs to be constructed before it can be used.

Building: Infrastructure is how you manufacture the materials and equipment for new stats. It takes five points of infrastructure to build a new stat point.

Repairing: No stat is ever destroyed completely. If military attacks destroy something or espionage attacks disable it, then your infrastructure can fix it at a rate of four infrastructure to repair a destroyed item, and three infrastructure to repair a disabled item. Note that it doesn't have to be your stat originally for your infrastructure to repair it. You just need access to the salvage somehow.

Commerce:
Commerce is the more fluid side of economics. It is your contact point with the other traders and species aboard the ship. It can be used for two functions.

Buy:
It is not always in the best interests of a faction to use infrastructure to build new stats. Your merchants can also do so on the open market by buying goods from other species. Unlike infrastructure this is neither a one for one trade nor limited to the amount of commerce you have. Instead your commerce is rolled against a target going rate, each stat will have its own. Depending on what the result is you may be able to buy the stats for cheaper than the going rate, in which case you will get more stats, or more, which will obviously result in less stats.

Trade:
Rather than try to buy something specifically commerce can be used to conduct routine business with the other factions to improve your faction's position. Your commerce score will again be rolled against a target number, determined by the overall economy of the ship. You will then receive a number of additional trade goods based on their success. Failure simply results in no trade gains, and will not lose any of the faction's trade goods already gained.

Research

No faction is static and all of them strive to better themselves and grow, not just in pure quantity of material, but also in the quality. Research is how this occurs. Although it can take different forms in different factions in all of them it has the same function. To increase the effectiveness of a faction's different areas of achievement. To this end Research has several functions.

Design:
Unlike many Total War games scientists are not free to develop anything and everything. Or rather they are, but what those things actually do is subject to certain restrictions. There is a tech tree in this game. Each aspect of the game that can be researched has its own branch on the tech tree which offer various benefits. These mechanical benefits are the same for all factions, however how each faction acquires them can be different. For instance one faction could build high tech robots to serve as better infantry while another grows specialized warriors. Both of them would get the same military bonus.

Decipher:
There is a way to research more diverse technologies. In the various systems that the Green Star travels to there will be various artifacts that can be found. These can be thought of as templates to which your researchers can apply various traits. Only one trait can be researched per artifact and once applied it is permanently bound to that artifact. If someone steals the artifact they will also steal the trait. Artifacts will not be extremely rare, there is usually at least one per system. But each artifact can only benefit one faction at a time.

Tech Tree
Interaction Techs (Tier 1)
{table]Systems |
| Design Mk II Harvesters
| Design Defense Harvesters
| Design Exploration Harvesters

Outsiders |
| MK II Hangars
| Improve Native Trading
| Improve Native Raiding

Insiders |
| NPCs accept more favors
| Lessen penalty for not honoring favors
| Increase Penalty for favors not being honored to you

The Green Star |
| Gain Knowledge of the Green Star
| Can trade with the Green Star
| Can issue favors to the Green Star
[/table]


Core Techs (Tier 1)
{table]Military |
| Increased Gains from Military Training

Espionage |
| Increased Gains from Espionage Training

Infrastructure |
| Increased Gains from Infrastructure Training

Commerce |
| Increased Gains from Commerce Training
[/table]


Influence - How much you can influence other factions. This will be a straight stat which can be grown normally. But it can only help in projects with other stats not be used purely on its own.

Morale
Not a useable stat, but an indicator of faction health. Goes from 1-10. Morale gives a passive bonus to actions, and serves as a defense, but is cannot be used for anything directly.

Morale is increased through the success or failure of actions taken. Also every turn morale below 5 will increase by half a point and morale above 5 will decrease by half a point, as the situation becomes the status quo for the population of the faction. Each half point of morale provides a 5% chance to resist each die of an opposing espionage roll. This means that a faction with a morale of 10 is completely immune to spying or intimidation, while a morale of 0 is completely open.

Trade Goods: A resource rather than a stat trade goods represent a faction's stockpiles of materials and useful goods. They can be gathered from nodes and harvesters, traded through commerce, and used to pay off favors. They can also be traded directly between factions.

Possibly the most important use for trade goods is that two (2) trade points can be cashed in at any time to serve as one (1) point of any kind of stat


Miscellaneous Tidbits

There is no tech trading.
Please don't send me EoTs that just say to do what you did last turn. It's boring.
Reading messages requires beating the lowest morale of the sender and receiver.
To upgrade to a higher tier of harvester costs 5 infrastructure. Sidegrading between variants of a tier costs 2.


Change log

0.7 Territory Revision
0.6 Modified Infrastructure and trade goods
0.5 Updated and corrected a few things
0.4 Added Initial Tech Tree
0.3 Added Research
0.2 Changed Trade Good values, added interaction sections.
0.1: Removed quantity and quality, added economics
0.0: Rough Draft


Design Notes
Limit number of favors that can be issued each turn.
Add a bunch more techs.

ArcaneStomper
2012-12-05, 09:16 AM
The Map Turn 1 (http://img62.imageshack.us/img62/578/greenstar2.png)
The Map Turn 2 (http://img805.imageshack.us/img805/2225/greenstarturn2.png)
The Map Turn 3 (http://img24.imageshack.us/img24/605/greenstarturn3.png)
The Map Turn 4 (http://img845.imageshack.us/img845/1646/greenstarturn4.png)
The Map Turn 5 (http://img545.imageshack.us/img545/3600/greenstarturn5.png)
The Map Turn 6 (http://img829.imageshack.us/img829/8351/greenstarturn6.png)

http://img829.imageshack.us/img829/8351/greenstarturn6.png

Turn 5
{table=head]Players | Faction | Influence | Morale
razovor | The Church of the Progenitors | 6 | 6
Grimsage Matt | The Deep Trolls | 3 | 7
Nemesis67 | The Din Agency | 4 | 5
Ragnar Lodbroke | The Genova Nova Survivors | 3 | 7
Forum Explorer | The Gith | 2 | 6
Daelrog | The Hyish | 4 | 10
Mabn | The Kiir | 1 | 8
Nyna | The Misuri Tribe | 6 | 8
Thelonius | The Protocol Intelligence Mercurial Coda | 8 | 6
Gunther | The Steel Clans | 3 | 5
oblivion6 | The Terranian Company | 5 | 7
Zweanslord | The Wampeys | 9 | 5


[/table]


EoT is March 1st or 8th

razovor
2012-12-05, 09:22 AM
The Church of the Progenitors

Description:

The Church of the Progenitors was founded by the Syllavin, an aquatic species native to their home-world; Lavin, in one of the distant corners of the universe unknown to humanity.

The Church is the state religion of the Syllavin interstellar empire, as it had been for countless millennia. All Syllavin are taught to revere the Progenitors, the ancient species said to have created the Star's, as benevolent gods. The Church respects the Stars as gifts granted to the modern races of the galaxy to protect and enrich their lives.

The Church considers it it's divine duty to learn as much as is possible about the Stars, and the other artefacts left behind by the Progenitors. To this end, the Church has for centuries been attempting to establish a presence in every Star in the universe.


The Church has had a presence in the Green Star for longer than almost all the factions on board. They're generally quite friendly and open, conducting their research in relative peace, though they've been known to take a very stern stance on anything that might damage the Green Star.

Faction race:
The church accepts members from all races, but is primarily composed of it's founders, the Syllavin. The Syllavin are an aquatic species; roughly analogous to squids. They measure an average of one foot long, and have sixteen tentacle like-limbs; Eight shorter ones used primarily for movement, and eight longer tentacles used for motor control.

Being aquatic they can't breathe air, having to resort to the use of exosuits to move around the star, though areas they've controlled for a while are often flooded partially or completely with water.

Faction leader:
The current leader of the Church is Esav. As high priest of this branch of the church, he effectively has complete authority over all of the Syllavin on-board the Green star, though he exercises this rarely, preferring to work diplomatically with his subordinates.
Territory: Inner Decks

Eldan
2012-12-05, 09:39 AM
The Integration
Share the Dream

Cybernetics are a wonderful thing. With the advent of quantum computing and the true and perfect simulation of consciousness, the ancient forefathers of the Integration finally unlocked the secrets of consciousness and with that, they built something beautiful.
No longer must we live apart, each mind an island separated by oceans of experience and gulfs of misunderstanding. Our ideas fly at lightning speed through the Aether. My memories become our memories. My dreams become part of The Dream. Every mind is a node in the greater Integration.
We are not a hive mind as you might think of them. The Dream is not one thought, it is many. We have our own minds, and our egos, but in the dream, we share something more, the ego of the group. Ideas have their origin in one, but they become the thoughts of all.
And we never die. Our bodies are destroyed, but our minds merely dissolve into the deeper reaches of dream, to dance to the music of its subconsciousness.
It is wonderful. Embrace it.

Faction Name: The Integration
Faction Leader: First Dreamer
Starting Territory: The Outer Shell
Starting Technology: Design Exploration Harvesters

Description:
At some point, a long time ago, First Dreamer was part of a team of scientists who went to extremes in the modification of consciousness and cybernetics few have gone since then. The Integration was the result.
The Integration is not truly a race. Instead, members of other races, especially natives, are added to the Integration whenever they desire. Their brains are enhanced with cybernetics and communication equipment, and they are let in to share the dream.
All members of the Integration are connected into a network at the deepest levels of consciousness. Their cybernetics allow them to feel each other's emotions and, should they wish to, share thoughts and feelings. IN addition, they can access a kind of group mind, called The Dream, that is the sum of everyone's thoughs on any matter, and makes decisions for the collective.
What the Integration desires most is for others to join them, and whenever they arrive in a system, they will make that offer to any natives willing to upgrade themselves and come travel on the Green Star.

Stats:
Military: Low. There are a few interesting applications of sped-up reaciton time and modified alien biologies in combat, but overall, the Integration is a peaceful nation.
Espionage: moderate. While they could technically upgrade someone against their will and simply rip secrets from their brain, the very idea is abhorrent to the Integration, as they feel that negative feelings would spoil their Dream.
Influence: moderate. While known as weird, at the very least, amongst other races, the Integration makes an effort to understand others, and be diplomatic.
Research: High. Not only is each member of the Integration mentally enhanced, together, they form a gigantic network that can be directed to solve most matters.
Infrastructure:High. The Integration lives by a strange mixture of asceticism and oppulence. They have little need for physical structures other than factories for their food and cybernetics, prefering to build mental worlds and symphonies of especially beautiful thoughts for their entertainment. However, their cybernetics are power-hungry and expensive, and they constantly need to expand their power network to keep up in the outer shell. They also need more ships and hangars than most for their trading.
Commerce: Low. While they love making contact with other races, what the Integration offers is not physical goods.

Stats:
Military: 2
Espionage: 4
Infrastructure: 6
Commerce: 2
Research: 7
Influence: 4
Morale: 5
Exploration Harvesters

Grimsage Matt
2012-12-05, 09:41 AM
The Deep Trolls

History

On their home planet, the Deep Trolls were a unassuming race, peaceul and industerious for the most part. Behind many of the great, and the terrible, technological advancements of their planet, they did well, and tried to help uplift others.

They developed many peaceful technologies that many thought related to milliatry useage, but the start of a space program was among those. In the wake of their deaft of the Reforged/Jacks conflict, they atched, hidden, as the surface gutted itself with war.

Decades later, they returned to the surface in a small island chain they used for test rockets. they continued the space program, and eventually spoted the Green star. Seeing the hostililty of the powers of the mainland, they worked in secert to build rockets to hitch a ride to the star.

While considered one of the cruder races, they've shown a spirit and a will that won't back down. From the Napalm spraying Ashwalkers to the thunder of the volt bullet, they've continued to adapt and thrive.


Fraction Leader;

Thane Torvaag has ruled the Deep Trolls for a long time, but well into his 300's, is looking to retire soon to a worthy heir. As he sees it, his job is to set the foundation for a good long and stable stay on the green star.

Starting Tech; Improved Infrastucture Gains I
Starting Territory; Outershell.
Starting stats;
Mil: High. The Trolls are tough, and are kinown for adpating heavily fortifed positions.

Esp: Very low. They don't sneak and spy.

Influence: Low. The Trolls do not ask for favors, and keep mostly to themselves.

Research: Very High. The Trolls have always valued knowledge and information. On their homeworld, they invented their version of the computer and internet, as well as the first macheine guns.

Infrastructure: Moderate. They are fairly self sufficent.

Commerce: Very low. The trollish goods are often more volitile then others want, or use their glyphs and coding systems..

From the Trolls Looming and brooding Fortresses, they watch, and continue on, as they always have.

daelrog
2012-12-05, 10:20 AM
Faction Name: Hyish
Faction Leader: Durz Charn: Durz is supposedly the oldest living Hyish. It appears fairly normal on the outside, though most say that its species rare gift (read below) has been focused on things that can’t be seen at a mere glance. It is very cordial to guests, but rumors persist that it has a cruel streak to enemies, though Durz denies this consistently.
Starting Technology: Increased Gains from Infrastructure Training
Starting Zone: Inner Decks
Description: The Hyish are a strange race in that they can consciously create organs and appendages to suit their needs. This is a time consuming process, they cannot do this in mere days, but a couple years is enough to grow a pair of additional arms, a breathing filter to deal with a climate’s toxic environment, etc. Most Hyish are very careful to do so though as once a change has been made, it cannot be undone. These creatures are extremely long lived, as their cellular ability to all intents and purposes as infinite.

However, they are as fragile as other species when it comes to direct harm. Their cellular process is slow and steady, and once dead, they stay dead. Their other restraint is that they have only had limited success at increasing their thought processes, though certainly not from a lack of effort. They can enhance certain senses, and become more focused, but any success in actually making themselves smarter has resulted in madness.

The Hyish have dark grey skin that it hard and rubbery. Internally, they are a mass of deep crimson fibers, and any eyes or other sensory organs on the surface also tend to glow a deep red. The Hyish are usually humanoid in shape. The largest known Hyish stands at nine-feet in height, the shortest a mere three. Common growths include extra arms, eyes, and tails. More rare growths include extra fingers, increased overall mass, and extra mouths.

The species is fairly social. Many time they are interest in the anatomy of other species for ideas for their own bodies. There are no doubt at least a few Hyish who can communicate directly with each of the major species in their own language, as different forms of speech and communication can be emulated as well (unless of course the other species keeps their language a secret).


Starting Stats
Military:2: Although an individual Hyish can turn itself into a killing machine, not as many do as one would think, they prefer to achieve their aims through other means. Hyish are also fiercely independent, and only recently have they begun to see the gains of sacrificing some of that individuality to form an organized military.
Espionage:4: As opposed to military, the Hyish see more value in espionage. Although certainly not the strongest in this field, they have some capable agents within their number.
Morale:5: The Hyish have been ill-content of late. No one is quite sure why, but there has been infighting amongst their numbers that hasn’t broken into outright conflict, but has made many wonder whether a leadership change will occur.
Influence:4: The Hyish hold some sway with the other factions, mostly a cause of their vibrant economy. The Hyish prefer to use their influence to deal with enemies, as it gets their hands less dirty.
Infrastructure:7: The Hyish hold comfort and stability as a high value. As such, much of their time within the Green Star has been to increase their infrastructure and began a vital part of the economy.
Commerce:6: To the Hyish, commerace and infrastructure work hand in hand. They are expert hagglers and opportunists, and know many of the inner workings of trade that crosses cultural and racial boundaries. Some wonder if their intentions are solely economical though.
Research:2: The Hyish have had little reason to invest too much in research as their bodies can adapt to many worlds. However, slowly the Hyish are coming around to seeing the benefits of research as there is much to offer.

Zweanslord
2012-12-05, 10:44 AM
The Wampeys.


http://imageshack.us/a/img255/2156/wampeyhappy.jpg

The Wampeys

The Wampeys are a species from the third planet of the sun the Green Star passed by decades ago, a lush and fertile planet mostly covered in jungle. The Wampeys call it "Old Nest", where they call the Green Star "New Nest". They are a naturally curious species, eager and enthusiastic to try things out to a fault. It is this same curiosity that has brought them aboard the Green Star, as when one of the Green Star's factions, The Interstellar Consortium, came to the planet to get resources, they did not realise they brought a group of Wampeys back until it was too late. Ever since, they brought their own brand of happy curiosity to the Green Star.

Possessing a tail with a fluffy end, four limbs, of which the hands are often used to walk just like the legs, and the legs are occasionally used to hold things, with both used in climbing, which the Wampeys enjoy, as do they enjoy an inquisitive outlook on life. These small creatures breed fast and numerous, with many eggs per laying, reaching adulthood rapidly, but also meeting their end soon. Most of their deaths have been a case of 'curiosity killed the Wampey' however. Those who do manage to live on for a while learn fast, are sociable and their curiosity has more than often put them in a position where their behaviour is considered rude or nosy, as to satisfy their curiosity is more important to them than to respect the right of possession.

When the Wampeys came to the Green Star, their society proved they were very backwards, not even possessing any means of spaceflight. Ever since their natural curiosity and learning ability has brought them far, however, and each generation has brought them a leap of advancement as they try to catch up with their neighbours.

They find the Green Star fascinating, but this fascination has cost several Wampeys their lives as they fiddled with things wherever possible. Some even say that it was the Wampey's fault for the most recent time where the Green Star kicked everybody out of the Deep Core, as they meddled with things too much, poking where they shouldn't have gone. Whether this is true is unknown, as there are quite a few rumours around and stemming from the Wampeys, as they love to chat and gossip. True is that the latest kick out there set them back, however.

Leader: Moniki. A smart little Wampey who urges caution to the Wampeys - one of the few - which has contributed to his venerable age of twenty years. Taking care of a lot of support, instruction and management of the group, even he has trouble forsaking curiosity over caution. Sociable and charismatic, he is one of the few beacons of order in the chaotic group of easily distracted Wampeys.

Starting Region: Inner Decks
Starting Technology: Increase Penalty for favors not being honored to you (Natural Gossips)

Stats

Military: The Wampeys are not natural soldiers, as on their home planet they were not predators. Despite this, they are hardy little creatures, necessary to live on past curiosity and a certain recklessness that does often turn out fatal before their time. They do possess a number of weaponry, most of it traded or 'found', as they were curious about what they did. Plus, they have turned out especially useful against mean people and machines keeping them away from wonderfully interesting things.

Espionage: They do not possess the finesse of spies or care much about political intrigue, but their natural inquisitiveness allows them to find paths where others would not care to look, find out what's going on and their unrelenting questions cause people to sometimes spill more information than they otherwise would. As the Wampeys love to chat and gossip, they are also a great source of rumours. While the Wampey who told the rumour is more than likely to think it's true, that doesn't make it true..

Infrastructure: When the Wampeys finally seemed to build up a neat little infrastructure able at least be noticed amongst the other factions on the Green Star, calamity struck and what they had build up in a Deep Core region was kicked off. Scrapping what they had together, they are now rebuilding what they had, but there is much work to be done here to be able to compete with others.

Commerce: While the Wampeys trade quite a lot and items often exchange their hands, they make poor merchants. They are easily distracted, impressed, bluffed or conned, leading them to strike up a deficit most of the time. Only when they really take an interest in certain items due to their curiosity do they turn out to be shrewd as they try their best to get their collection of curiosities. At times, Wampeys don't even know what kind of precious thing they have as it merely caught their interest one time, or they put a lot of curiosity value in extremely cheap items. Amongst themselves, at least, commerce is usually to the benefit of the community and each other.

Research: The natural curiosity of the Wampeys has brought them a long way to where they are now, as they were extremely backwards. Still, they can have difficulties with the latest concepts and their short lifespans make it difficult to build up stores of knowledge. In their community, no real professional research is done in institutes, most of it is trial and error or individual achievements shared to the community.

Influence: The sociability of the Wampeys has made them friends and their natural curiosity has brought them amongst many of their neighbours. While they can be viewed upon as annoying and bothersome by some, they are not out to be such. They can be playful and host fun dance parties, and their affinity for gossiping and chatting has expanded their social network.

Starting Stats
Military:4
Espionage: 6
Commerce: 2
Infrastructure: 2
Research: 4
Influence: 7
Morale: 5


http://imageshack.us/a/img716/3267/wampeylooking2.jpg
"What's that over there?"

NM020110
2012-12-05, 10:49 AM
Faction Name: The Collective of Yor

Faction Leader: Unknown
Starting Technology: Mark II Harvesters

Description
One of the less social factions, the Collective is relatively new to the Green Star, having boarded the ship a mere 100 jumps prior. It's not entirely certain what their origin is, as contact was made by a seed ship which had been colonizing an uninhabited system.

The Collective can be divided into two categories, the pure strain and the symbionts. Pure strain entities are rather rare, at least in the public eye. They are composed of millions of tiny crystals suspended in an energy field, which is emitted by a large central crystal. The collective harvester is an example of the pure strain.

Symbionts are more politically active of the collective, and are composed of creatures of other species which have formed a symbiotic relationship with the crystals. It's not entirely clear what changes this causes, though personality shifts are common. Symbionts tend to congregate at the marketplace, though some seem to take up positions as diplomats.

Collective territory is characterized by the airborne crystals, signifying that a pure one is located in the area. Currently, the main location which has been claimed by the Collective is an area on the Outer Shell which plays host to a massive crystal protruding from the ship, though small growths have been seen elsewhere.

Starting Territory: Outer Shell

Starting Stats
Military: The Collective does not value prowess in combat, and as such is rather poor at it. It is, however, quite willing to use mercenaries.

Espionage: In this matter, the Collective is rather more skilled, though there are many which may claim to be the Collective's superior.

Infrastructure: One of the pillars of the Collective is their ability to build on a molecular level.

Commerce: The Collective brings in fairly significant amounts of resources, and knows how to use those to get more. It's saved them a few times in the past.

Influence: The Collective doesn't have much influence over other factions, but it does make use of the social hierarchy to get what it needs.

Research: The Collective is fairly advanced, technologically, and strives to maintain that. When extra resources are available, they are used in research, which tends to result in a quickly expanding knowledge base.

Ragnar Lodbroke
2012-12-05, 10:56 AM
Faction Name: The Genova Nova Survivors

Faction Leader: Jor-tel; Emperor of New Genova.
Jor-el is a descendant of the scientist who saved his civilization.
He looks like an Overseer (See Background/Species. It's a cephalopod-like creature that lives off the body of other creatures. He is currently living in a biological exoskeleton).

speech: Garamond font, bold, cusive:

I AM JOR-TEL, EMPEROR OF NEW GENOVA

Starting Technology: Defense Harvesters. Despite having little to no army, the Genova have managed to create a better, stronger type of Harvester equipped with heat lasers, capable of cutting through most metals.

Description

The Genova - Ancient History
It all started in the Genova system. 1500 million years BN (Before Nova), life first sprouted there, in the fourth planet (Later named Ozma).

Millions of years passed, and life sprouted in other worlds: Ganra (A gas planet, and the one closest to the Star), Kerna (The second Planet; devoid of atmosphere), and the Damned Planet (The third Planet, made up mostly of water).

Finally, 40 million years BN, civilizations first made contact.

The Hekrans of the Damned Planet had ammased a great knowledge of biological compounds, and managed to “build” a biological ship, capable of traveling the distance between planets in aproximately five years.

They had developed the capability to consciously change their own genome while growing up, a characteristic that allowed them to adapt to adverse situations.

War occurred, of course, since the Hekrans were mainly a warying, fanatic species, and had destroyed their own planet in their neverending search for power.

The Handgons (Humanoid-like creatures who had achieved great mechanical feats) of Kerna were enslaved, but the Flyers of Ganra (Who had several, warrying cultures that went from primitive to fairly advanced) prevailed.
In the millions of years that passed, the Hekrans passed some of their genetic characteristics to their new slaves, to make them stronger.
However, the population of Kerna and the slaves in the Colonies of Garna lived in bad conditions.

Ozma had been inhabited by several primitive creatures, and thus it remained out of the conflict.
The greater distance between Ozma and the other worlds helped in this.

Several great civilizations sprouted and died in Ozma; but the last one is the greatest. The Overseers, cephalopod-like creatures, were able to advance to the point of gaining advanced technology.

A lost Hekran probe allowed them to gain insight in their technology, and develop biological technology of their own.

The Overseers were parasites, and colonized other (Primitive) beings by taking over their bodies, using them to build a very advanced society.

The Overseers were able to learn of the status of things in the Central Planets in 35 Million BN, and thus sent an expedition to make contact with the Hekrans. They responded with an all-out invasion, hoping to conquer the planet. The Overseers were mostly peaceful, but were ready for the occasion. The planet surrendered without fighting.

The Overseers mingled with the slave population, accepting the biological changes that would allow them to survive in different climates. They also started to deploy the Vaccine.

The Vaccine, a plan developed by the highest Overseers in absolute secrecy, was a nanobiological weapon destined to wipe out the Hekrans from the systems.

It worked, to great extent. When the Vaccine activated itself, 90% of the Hekrans perished, and most of their technology was destroyed. Of course, a smaller number of Slaves (About a 15%) perished as well. The Overseers took charge of a rebellion, and took over the nuclear silos. After some work and repairs, they launched the stage 2 of the Plan: The Cleansing.
And thus, the Damned Planet gained its name.

After that, the races were free once again, and technology was redeveloped (With high Hekran influence, it must be said).

Some Hekrans survived; and were reluctantly accepted by the other races. They had necessary skills; they knew Biological Technology better than anyone. They were deployed in camps in the Second Moon of Ozma, and transformed it in a paradise.

The Flyers established an alliance with the Overseers, creating the basis for the Imperial Government that would rule the systems from then on.

The Genova - The Golden Era
The Golden Era started with the destruction of the Damned Planet, in the Year 35 million BN, according to historians.

In the million of years that followed, the Species traded and mingled. They even traded genetic material, giving origin to a new species: The Genova.

The “Pure bloods” disappeared, save for the Royal Family (Pure Overseers) so the Genova became the dominant intelligent species in the Sistems (It could be argued that the Genova is not a species per se, but a recollection of subspecies from different alien species, that are able to breed thanks to genetic tampering).

The surviving Hekrans mixed with the society, and the initial conflicts between them and the other species were remembered as ancient history, and the wounds left by the war eventually closed.

Despite that, some "Hekran" terrorist groups demanded to get theitr rightful status back in several ocassions.
Nowadays, the Genova remember such groups with shame.


The Genova system had a long and rich history, with high technology developments, and many wars.

The Imperial Family avoided inbreeding problems with gene therapy; but discussions were frequent.

There were as many as 8 Emperors at the same time, all fighting for the throne.

And the creation of special systems that allowed to clean the effects of radiation; as well to terraform the contaminated planets made nuclear wars painfully frequent.

The Genova - End of an Era
The last years of the system were the most important, since it is the beginning of the true story of the Survivors.
The Genova had known for a long time that their system was condemned. Their Star was an Old one, and every year it grew closer to go nova.

The last million years saw a great acceleration of the phenomena, and the planet of Ganra was destroyed in the process.
The Genova had moved away from the Star as time passed, and most of them lived in Orbital Complexes in the outskirts of the Sistem.

But the time of the end grew near.

The Orbital Stations that could afford it were equipped with the best gear possible, to try to survive the nova. They knew the journey would last for centuries, and that they would not make it, but it didn’t matter. It was all to survive.

Most Orbital stations didn’t go through with the plan, and they fell to anarchy and destruction after the death of the True Emperor in 98 BN. The last years of the Genova Sistem were plagued with Nuclear Wars.

The poor, the weak, and those who were not accepted by the upper class were casted in the Damned Planet, the closest planet to the Star that was suited for living (Well, at least suited for not dying inmediatly) at that point.
Many refugees from the wars went there, including many scientists.

One of such scientists was Jok-el. Nobody knows how he made his machine. Nobody knows how it worked.

For the record; nobody knows if it worked. It could have been a coincidence. But probably not.

He built it in an orbital station far away from the planet, and some say that he used Artifacts to build it.

After being activated, the Green Star appeared and destroyed the station with Jok-el in it.

It was described as a horrifying attack, and nobody is sure what kind of weaponry the Star used.

After that, the Green Star started to prepare to jump back out.

All the refugees got on board, with everything they could carry. The Overseer Nobles and the rich, in the outskirts of the sistems, could only watch how the ragtags and rebels escaped their inevitable faith.

Jok-el is hailed as a hero, and his descendant Jor-tel rules as the Leader of their community.

Jor-tel doesn’t know exactly what Jok-el built. But from what is known from his (Almost inexistent) records, he knew he was building something that would attract a Green Star, and, in his words “It will be angry enough to eat the poor soul who built this alive. But, if my calculations are correct, I might give this people a chance”.

And a chance he gave them. From a ragtag band of refugees, his son and grandson created a new community. Their technology is still bio-based; and they look forward to the future.

Jok-el is remembered as an ideal; almost as a God. His story is told to every child.

Most of their technology was lost with the destruction of their system. Many things had been lost for millions of year, and were legends that not many believed in. However, they look forward to recreate those aspects of their society.

They still know how to model biological machines, and have fair skill in electromechanical ones.

Recent events
After the Migration, the Green Star jumped. The refugees received information some time later: The nova had occurred right after the jump.

They were probably the only survivors, since no Arc had sent a message after the nova.

And thus began a new Era. It was the Year 1 AN (After nova).

Many of the Genova mixed with the population of the Green Star, to live a new life.

Others took an unclaimed space in the Outer Shell and built the City of New Genova.

Now it is the year 426 AN. The new Story begins.

MORE FLUFF
SPECIES
The Genova: As said before, they are not so much a species as they are a recollection of species. They have combined the genes of all the other species listed her in such a way that a child can grow to look like any one.

But once the child makes the decision, it is a final one, and they must live with that decision their whole life.

Everyone of the Genova who lived through the nova are genetically compatible, so they are all “Genova” species despite looking different.

The Hekrans of the Damned Planet: There has been discussion as what the aspect of the Hekrans was originally, since the records were lost when the Damned Planet was destroyed. Their aquatic life meant that they lived deep in the water for a long time.

It is known that they had tri radial symmetry. They possessed tentacles in the tip of their “heads”, that allowed them to manipulate simple tools.

They were an amphibious race.
Some Genova haveHekran aspects, and have the capability to communicate by clicking their mouths.

The Handgons of Kerna: They were humanoid, about 50 cm tall. They had four fingers in each hand, and five in both feets. They were natural tunnelers, since they lived under the surface of Kerna.

Some of them were blind, but many had good eyesight in darkness (The Caves of Kerna were had light, thanks to photosynthetic beings similar to fungi that lived on the surface). They all possessed keen hearing, though.

They had advanced technology, and had discovered nuclear power when the Hekrans enslaved them.

After the Cleansing, they became one of the most prominent species, despite not being a part of government. Their nuclear-powered metal ships were popular due to the relative decay of the biological Hekran technology in the first years after the Cleansing. They are the main contributors of inorganic technology to the systems, and became great traders.

Many Genova have taken Handgon aspects, since it’s a shape that adapts well to the kind of indoors life they have on the Outer Shell. Many buildings of New Genova are built in the stile of the old Handgon caves.

It is a little known fact that the form the child has is determined by which is the most convenient one to survive in nature, as felt from the egg. Genova children currently have Handgon aspect.

The Flyers of Ganra: Native to the gas planet, Ganra, the Flyers had developed 5 pairs of “wings” that allowed them to navigate through the gas clouds of the planet.

Their skin was scale-like, and brightly colored. They were the biggest sentient species, sized like a regular-sized spaceship.

Of all the races, they were the only blind one. It was hard to guide through electromagnetic lights in the depths of the “Mists” of the Planet.

Instead, they guided themselves through a special sonar system; as well as thermolocation and electrolocation. They had achieved to create a caste-based society with a complex philosophical system when the Hekrans attacked.

They had a fairly good technological system. They had not achieved long space travels yet, but they had built exoskeletons that allowed them to travel on a low orbit.

They learned to make nukes quickly after stealing the technology of their attackers, and made several suicide bombing runs against them.

Only the logistic complexities of having a purely aerial war, and the shock tactics of their saved them.

However, they were being slowly beaten by the time the Cleansing saved them.

Not many Genova choose to take the form of the Flyers, since it’s impractical to their way of life.


The Overseers of Ozma: The Overseers were cephalopod-like, with a round head and many tentacles. They were covered in small spikes, similar to hair, that allowed them to protect themselves against the cold of their planet.

Highly intelligent but weak, they took over and controlled the bodies of lesser creatures.

This led to many forms of domestication, as convenient species were bred and raised to serve their masters.

The Hekrans used the Overseer’s capabilities to create more faithful servants, but they never got them to dominate sentient beings. They were simply unable to do so.

After the Cleansing, the Overseers used several species as vassals, but many preferred to create “Empty” vassals as exoskeletons.

Some Genova choose the form of Overseers, since it allows them to directly control complex machinery.

For example, the Harvester is a vessel modeled after a Flyer, modified to resist outer space conditions, and with implants (Weapons, sensors) and cargo space. The Pilot has taken the form of an Overseer, and controls the Harvester directly.

Of course, the Pilot has a spare suit (Somewhat similar to the Handgons) to interact with other members of his species when off-duty.

RELIGION AND SCIENCE
Finally, let's explain some things about the Genova Culture (Or what's left of it).
Their culture is a highly scientific and logical one, and they have eliminated magical thinking of their psiche.
But they still revere heroes and martyrs; and the greatest they have is Jok-el, "who gave his life to save them".

To give the life for the community is the greatest honor one of the Genova can have, and they strife to rebuild their civilization.

They also tend to mingle and learn new ideas from outsiders, what leads to dissense in their members. But the knowledge of their heritage and tradition keeps them together.
And obedience to the Emperor and his Ministers is absolute.

They are a complicated sort; they have Reason and Science deeply ingrained in their culture, but they hold their "hero" to a godlike status (Despite not giving him any divine powers, and admitting he was dead).
Many traditional inventions of the Genova Empire were atributed to Jok-el, even though they had existed for centuries before him.

Finally, his Descendants have been named as the Rightful Emperors of their new civilization, who "Speaks Through Jok-el" (That is not meant in the literal sense; since Jok-el is obviously dead. The Emperors have always given the impression that they know the secret behind Jok-el's actions, and that they know were to guide the people to. And in some cases, it was true).

But the Emperors are always advised by a group of Ministers who must be experts in their areas of Rule. This makes their political organization a "scientific theocracy", so to speak.


Starting Territory: Outer Shell, City of New Genova.

Starting Stats
Military: 1. The Genova civilization had its share of wars, but they lost most of their weapons in the Migration, and their military tradition is practically lost. However, there have been intentions to recover their military.

Espionage: 7. The Genova are natural negotiators, and know well how to mix with other cultures. That transculturalism has made it easy to create a spy network that is known through the Green Star.
They have been known to destroy groups that planned to attack them.

Infrastructure: 4. The Genova are an industrious people, prepared to build big, complex structures. Their capabilities in modeling both organic and inorganic matter gives them a particular flexibility when designing buildings and technologies.
Commerce: Medium. Their position as Outer Shell Dwellers after the Migration caused them to depend on commercial relations for subsistence, both with extra-star beings as well as with the other groups of the Green Star.

Influence: 2. Again, isolation has played a band hand on the survivors.

Research: 6. Despite their hardships, they still possess some brilliant scientists.

Morale: 5. Despite their political organization, and their loyalty to the Emperor, they have various ideologies that prevents them from being fanatics. Of course, that's something the Emperor wants to change...

hydroplatypus
2012-12-05, 11:06 AM
The Interstellar Consortium

Description

The Consortium is a merchant organization that was started by merchants that were trapped on the Star when they waited too long trading with its inhabitants before the star jumped. Stranded with only their ship and their wares they decided that they would make a life for themselves, and started buying and selling whatever was available at the moment.

Being stranded there the merchants had no loyalty to the other people that inhabited the ship, and engaged in all manner of cutthroat tactics in order to increase their profits, and fund their lifestyle. While this has led to them being viewed poorly it has also made them very rich.

Since then the faction has grown, letting in merchants from every world, who feel that they would have a better shot at life on the Star than elsewhere.


Stats

Mil: Moderate. The Consortium is very opportunistic, and is perfectly willing to use brute force to get what they want should a good opportunity arise.

ESP: moderate. The consortium is perfectly willing to use spies and such to get what they want, should it become nessesary.

Influence: Very Low. Using cutthroat tactics tends to reult in a bad reputation, even if it does make you rich.

Research: Low. the consortium is focused more on money than on new discoveries. While they do have a research division, it is underfunded at the moment.

Infrastructure: Moderate. The Consortium has often found that it is more beneficial to build goods themselves than to buy them.

Commerce: Very High. They are merchants. What did you expect?





Misc Info

Faction Leader: Quark. From an insectoid race Quark has a surprising affinity for commerce, and making money flow into the Consortium's coffers.
Starting Tech: Commerce Training
Starting Zone: Outer Shell







When people speak of power they may mean many things. A strong military certainly grants power, a large network of spies grants power. Having scientists producing technology gives power. Having great industry gives power. Influence gives power. However all of these are merely expressions of the same thing. If you look close enough you will see that there is only one true type of power, and it is that of economics. A military requires money to keep supplied. The spies require money for bribes. The research needs funding, the industry needs money for materials, and influence can be bought and sold like any other commodity. Every civilization - in one way or another - runs on economics, and without that it will fail. Control the flow of money, and you control the world.

-Quark

Thelonius
2012-12-05, 02:23 PM
Faction Name: Protocol Intelligence Mercurial Coda
Faction Leader: PI-MC (FN2 SH: P23/P35/P17/S10/S11) or Mercurial Coda
Starting Technology: Insiders (Favors)

Military: Medium
Espionage: None
Morale: Standard
Influence: High
Infrastructure: Low
Commerce: Low-Medium
Research: Medium

Starting Decks: Inner Decks

Background:

One of the first races to board the Green Star was a race known as Kejel-Miat. Theirs was a race of strict customs and deep personal pride. While not xenophobic or aggressive, the quirks of their culture made it very difficult for them to maintain meaningful diplomacy.

For a period of time Kejel-Miat enjoyed dominance, sharing living space with only a few other passengers, of which only two were of comparable power. They maintained isolationist and non-intervention policy, that suited others just fine.

But Green Star made jump after jump and quite often new alien races chose to embark on it. The Kejel-Miat’s numbers meanwhile were in slow decline, which accelerated as conflicts arose with the newcomers over the living space, resources and culture. Diplomacy was needed to reduce the number of conflicts and ensure the survival of their Enclave. So Kejel-Miat created Protocol Intelligence AI – an outer shell to manage all foreign contacts for their society. It was built to be a skilled negotiator and collect cultural information on the new arrivals. It’s a standard procedure for the Protocol Intelligence to provide favors to the new arrivals – sometimes they go to waste, as newcomers perish or decline, sometimes it proves very profitable as new passengers ascend and repay owed debts with interest.

Protocol Intelligence proved to be an efficient solution, to the point that at the present day, many passengers of Green Star don’t realize, that it actually serves Kejel-Miat. Only in the old databanks or in memories of long-lived races, its creators are remembered. Nobody has seen a living Kejel for a long, long time. Perhaps due to the natural decline, they have quietly died out. Or perhaps they are kept in cryogenic suspension, waiting for the day, when the Green Star visits their home system once again. Or it’s possible that Protocol Intelligence went rampant and quietly murdered them all. Who knows?

One of the great changes, that Protocol Intelligence underwent was offering asylum to the alien Artificial Intelligence. They are welcome to migrate to the PI’s hardware and join the community of fellow AIs. The current ‘’leader’’ of Protocol Intelligence is Mercurial Coda.

Nyna
2012-12-05, 02:26 PM
Msuri TribeFaction Name: Msuri Tribe
Faction Leader: Priestess Fesia ne'Msuri
http://i3.photobucket.com/albums/y71/WingsofTorlni/th_2012-07-03-511846.jpeg
(click to enlarge) (http://i3.photobucket.com/albums/y71/WingsofTorlni/2012-07-03-511846.jpeg)

Subcommander Shari Yorinel:
http://i3.photobucket.com/albums/y71/WingsofTorlni/th_SubcommanderShari.jpg
(click to enlarge) (http://s3.photobucket.com/albums/y71/WingsofTorlni/?action=view&current=SubcommanderShari.jpg)

Starting Technology: Improved Native Trading
Starting Zone: Outer Shell

Description: The Myshir are a humanoid canine-like species that originated from the planet Rism several thousand years ago. In their pre-space flight days, the Myshir lived as one with their environment, traveling from place to place in small nomadic tribes. These tribes would often meet up and trade with one another, and war between fellow Myshir tribes was unheard of. The planet of Rism was not a safe place, however, and many creatures, large and small, threatened unwary Myshir, and another sentinent species on the planet, the Yuro, preyed upon the Myshir for both food and free labor. The Yuro, a lizardlike species, forced the Myshir to band together into larger and larger tribes to help protect one another.

The Yuro were the first to reach space, and the Myshir became little more than slaves to the spacefaring Yuro if they did not remain hidden in the wild places of Rism. However, the appearance of a Star Whale changed everything. Raids from pirates on the Star Whale disrupted the Yuro's industrial capabilities, and the Myshir traded what they found out later to be a Progenitor artifact to one of the groups on the Star Whale in return for education and trade. Their technological base skyrocketed, and with the support provided by the Star Whale's factions before it left, the Myshir routed the Yuro from the planet and formed their own society.

The Myshir population skyrocketed as a result of the last real threat to their wellbeing disappearing. Being a fast breeding, long-lived species, it was only a matter of time before they began overcrowding the planet, and as a nomadic race, this suited them not at all. They focused their research efforts on discovering ways to move about the stars and colonize other worlds, and soon large ships were built to travel to other systems. Each ship was its own Tribe: an entity unto itself, rather than ruled by the people back home, and the Myshir race soon prospered in its own little corner of space.

Perhaps due to their nomadic nature, the Myshir race is represented on many of the Star Whales traveling the galaxy. It is very rare for a Star Whale that visits a Myshir system to leave without a Tribe onboard, and the Green Star was no exception. The Myshir love nothing more than to see new places and meet new faces, and it is tradition for them to create a new Tribe to join a Star Whale in recognition of the Star Whale's role in their freedom from the Yuro.

The Msuri Tribe are relative newcomers to the Green Star. They joined the Green Star only a couple of jumps ago, and are still working to make a place for themselves onboard the great ship. Fesia ne'Msuri, their chief Priestess, is a young woman who leads the tribe both spirtually and politically. As the youngest daughter of the Priestess of their old Tribe, she already commands the respect of her people, and if she is perhaps a bit inexperienced, so too are most of the Msuri Tribe.

Desired Starting Stats:

Military - While the Myshir are not a warlike species, they hold strong beliefs in making sure that they can protect themselves if another Yuro appears. It is also important to make sure that they can protect their traders, explorers, and miners in case all of the natives are not so friendly, or if another Star Whale faction decides to try to take advantage of them.

Espionage - The Myshir don't really possess the skillset needed to be strong in this area. While they certainly have the ability to sneak about, the Msura Tribe doesn't know enough about the Green Star to really take advantage of this yet, and their interests really lie in diplomacy and trade rather than spying.

Infrastructure - While the Msuri Tribe has not been on the Green Star long, they have already taken great strides into making it feel like home. While their industrial capacity is certainly not up to par with the best of the best, they've done what they can to set themselves up to make this a strong point for the future.

Commerce - The Msuri Tribe are excellent negotiators and traders, and this shows in their economic influence that they've managed to garner in just the short time that they've been on the Green Star. They show great interest in trading with natives as well as fellow Green Star factions, and other factions can expect to see plenty of Msuri Tribe vessels flying about the system on trade missions.

Research - Myshir are known for their innate curiosity and enthusiasm for learning new things, and this shows in their ability to research new and interesting areas of technology.

Influence - The Myshir haven't really been on the Green Star for very long, but their innate diplomatic abilities and their generally friendly, outgoing nature has helped to endear them to their fellow Green Star factions.

Forum Explorer
2012-12-05, 02:47 PM
Starting Tech: Advanced Sensors (Harvester Exploration Tech)

Starting Territory: Outer Shell

Description
The Gith are an odd case of an AI rebellion. They were initially created as unskilled labor but a group of scientists realized that by networking the droids together they became exponentially smarter. Eventually they enough Gith became smart enough to realize that they were sentient and began to question their creators. In a panic their creators attempted to destroy the Gith. Many Gith were destroyed but luckily for them some of their creators sought to protect them and arranged for transport aboard the Green Star.

A young race that's pretty much spent all of it's life aboard the Green Star the Gith has extensively settled the Outer Shell and prefer diplomacy over violence.


Starting Stats
Military: 2: They have some experience with warfare but really prefer to avoid it at all costs.

Esp: 4: They aren't very interested in learning secrets however their mastery over networking and odd method of communication gives them a high potential as spies.

Morale: 5: As a race they are practically cells of the same person. As such they naturally stick together very well.

Infanstructure: 6: They were designed to work and tirelessly build.

Trading: 4: They like to trade but are rather unexperienced.

Research: 7: They are very focused on improving themselves due to a mistaken belief that the Creators tried to kill them due to a flaw they possessed.

Influence: 2: They are still relatively new to the Green Star and haven't had the time to build up.

Alright I think I had an updated version of this but I can't find it. So this will have to do.

Nemesis67
2012-12-05, 03:23 PM
Faction Name: The Din Agency

Faction Leader: Marek Din. As can be expected of the founder of a faction of spies, Marek is an enigma, even among his own followers. Commands are given through encrypted channels, and no one outside the top agents has actually met the boss in person. Spreading wild rumors about the man behind the name is a common pastime of agents, with stories ranging from "Marek" being a corrupted AI process of the Green Star itself, to a lost god imprisoned within the circuitry of the craft, to simply (and much more boringly) a mouthpiece for the longest serving members of the Agency. Whatever his nature, he has proven a shrewd leader of the organization in its centuries of existence, but only time will tell whether that lasts.

Description: The Agency is a long established institution of the Green Star, serving the intelligence gathering needs of the highest bidder. For centuries, they have lurked in the shadows, bought and sold secrets that brought about the demise of empires, and turned a tidy profit throughout. While they officially claim impartiality in the political affairs of the Green Star, it's a known fact that they seek to keep their business alive and with ample conflicts to profit from. Rarely do they take direct action, preferring to call in favors and payments from their customers to prevent a true peace from ever settling.

Starting Technology: Espionage Training I.

Starting Zone: Outer Shell.

Desired Starting Stats:
-Military: Extremely Low. The Agency has never fielded considerable martial forces. They have a reputation to uphold as an impartial observer, after all. Of course, the threat of reprisal by their more combat oriented "friends" in addition to possible strikes from the shadows by their own agents have deterred most hostilities.
-Espionage: Extremely High. This is the core function of the Agency, and they have spent decades honing their craft. They have a man in every shadow, a bug in every office, and a file on everyone. Or, at the least, that is what they would have you believe. While such a claim is certainly hyperbolic, they are continually striving to make it a reality.
-Infrastructure: Low. The Agency prefers to keep a small physical presence in the areas that they control, and simply doesn't have the resource income to make use of any more factories than the few they control now.
-Commerce: Average. As a consequence of having embedded spies spread throughout the society of the Green Star, the Agency has a number of businesses funneling profits to Din. While certainly not the richest faction, they are by far not the poorest either.
-Research: High. Knowledge is power, after all. The Agency has acquired a number of talented scientists over the years from various sources. Offering a home to new arrivals on the Green Star, bribing talent to defect from another faction, and absorbing the remnants of out of favor powers that fell to unfortunate accidents has gained them much. Accidents most certainly not orchestrated by the Agency, for sure. They have always attempted to stay on the cutting edge of technology on board the whale, at the very least in their areas of specialty.
-Influence: Average. For the most part, the Agency deals in favors more than actual diplomatic overtures. However, being on the bad side of Din has been proven as a great way of vastly shortening one's life expectancy, so most factions play nice with the information broker.

Maldiem
2012-12-05, 07:14 PM
The Gardeners

Faction Name: The Gardeners
Faction Leader: Commander Vaetu
Starting Technology: Knowledge of the Green Star
Starting Zone: Outer Shell
Description:

The Gardeners are a race of living spacecraft with vaguely cetacean body plans. They have been on the Green Star as long as anyone can remember, and claim to share ancestry with the great ships. Their culture is entirely based around the idea that the Space Whales are actually going somewhere, instead of wandering around meaninglessly-- that the Ancients created the Space Whales as a means of gathering the teeming diversity of the Universe in a single location, so that the Ancients could know them. The Gardeners believe they are on a grand journey, and their purpose is to convince as many of the sentients they encounter to board the Green Star (and any other Space Whales that have their own Gardeners) so that the Ancients can know them.

Individual Gardeners vary a bit, but they are typically between three and five meters long, composed primarily of biological matter with the occasional cybernetic implant thrown in to augment their spacefaring capabilities. They have at least two grasping appendages, and generally have cybernetic leg attachments for moving around on the Green Star. They use translation computers to speak to other races, as their own language is transmitted via radio.

They can endure vacuum for years at a time, and have a biochemistry dependent only on a steady supply of energy to stay alive, which they assure by recharging whenever they have returned to the Green Star. They are very physically robust, though their primary mode of defense is also their main means of propulsion in space; they have limited control over gravity, which allows them to accelerate without losing reaction mass. Gardeners intended to engage in combat have been known to graft other weapons into their body plan, when the occasion calls for it.

The Gardeners believe that they were created for a very specific purpose, since the Green Star and other Space Whales are perfectly capable of defending themselves; to convince other races to board the Space Whales and make the Grand Journey with the Gardeners and the other occupants. For this reason, the Gardeners are heavily based in the outer decks, and make a point of interacting with any natives they encounter. They try to convince them to board peacefully, though they are not above forcing some part of a particularly stubborn race to board the Space Whale. They are also deeply opposed to any effort to eradicate a race from the Star, unless that race has been exceptionally difficult to convince to live peacefully.

When not on a mission of some sort, they have a contemplative, low-key culture focused on learning about the other inhabitants of the Green Star and the Green Star itself, which they refer to as their Great Cousin. They also tend to defend and tutor new races on the Space Whale, so that they can survive on their own for the duration of the Great Journey.

Barring accidents or deaths in combat, Gardeners can live for centuries. Their reproduction is very complex and involves the combination of buds from a number of Gardeners ranging from one to hundreds. A group of Gardeners will typically mentor the new Gardener for a decade or two before the child declares its adulthood by venturing outside of the Green Star.

Their society is structured along military guidelines, with a strict chain of command leading to the Commander, which is chosen somewhat democratically by the oldest Gardeners.

Stats

Military: 6
The Gardeners' mission is to convince natives to board the ship-- a heavy space presence, as well as heavily-defended assets on the Star itself is necessary for that. Individual Gardeners are exceptionally formidable in close quarters, and swarms of them are dangerous in space. If it is possible to start with a hangar, I would prefer to do so.

Espionage: 4
The Gardeners have a black ops division, though it primarily focuses on cyber war and sabotage, as Gardeners are really, really obvious.

Morale: 5
Their culture is very stable, and so their morale is middling.

Influence: 2
Aside from grateful newcomers, the Gardeners' friends tend to be those races that they've recently prevented from being eradicated; while they are grateful, they are often not very powerful. Other races often see the Gardeners as a nuisance that attracts more competition, or an obstacle to their xenocide.

Infrastructure: 2
Most of their economy is focused on trading (as a means of recruiting more passengers), though they have a limited manufacturing base, mostly used to produce their weapons or aid in their reproduction.

Commerce: 7
The Gardeners have become excellent traders, as a means of convincing natives of the benefits of embarking, as well as maintaining their presence on the Green Star.

Research: 4
While the Gardeners aren't slow, they are generally very busy, and don't have much time to devote to research.

Gunther
2012-12-05, 08:52 PM
Faction Name: The Steel Clans
Faction Leader: Warchief Uvenk
Starting Technology: Increased Gains from Military Training (The inherently durable biology of the Fiori, combined with the ingrained warrior culture and militancy of their species, makes them extremely powerful in combat affairs).
Starting Zone: Outer Shell
Description:
Biology
The Fiori biology is an example of survival of the fittest at its finest. Standing at over seven feet tall and weighing over one ton in their armor (and rarely are they out of it), the massive Fiori are heavily muscular beings with a biology seemingly designed with one goal in mind: Expansion. Physically tough and biologically redundant, the average Fiori has a number of organs that are naturally inclined to letting them survive (and even thrive) in the harshest environments. Their eyes are side-set on their bodies, granting them 240-degree vision. Normally a trait in prey animals, this feature has been adapted to let them see oncoming predators from a wide angle of vision. Physically, they have a pronounced protrusion along their back, where a human would otherwise have a flat spine. This curved protrusion is a storage medium for nutrients and even houses a sac wherein the Fiori can keep an internal storage of oxygen for underwater activity and deep-space exposure.

Fiori possess a thick hide, which are virtually impervious to cuts, scrapes or contusions. With an assortment of redundant organs, such as a four pairs of lungs, a secondary and tertiary heart, an enlarged hypothalamus, additional adrenal and digestive glands in the parathyroid and endocrine systems, they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Even their nervous system is extremely durable, with Fiori having the ability to pump internally produced autocoagulating neuroconductive fluid that functions as a replacement for the primary nervous system in the event of spinal damage or serious nerve damage.

In addition to redundancy, the Fiori are physically tough. Though they have hardened hides, Fiori also possess a limited exoskeleton on their bodies. This exoskeleton consists of a slanted, almost hemispherical plate covering the forehead, leading over the top of the head, and covering the back of the neck.

Though they are mammals, the Fiori have an extremely rapid breeding cycle. The average Fiori woman is almost constantly in estrus, except when pregnant (Which is most always, in Fiori culture), and this- combined with an extremely short maternity cycle and rapid physical maturation- allows the Fiori to rapidly reproduce on an almost phenomenal scale. Thankfully, with their complex and hardy biology, Fiori are able to digest most anything- making the task of feeding these populations simple enough with enough given resources.

History:
The Fiori are a race bred of, evolved through, and epitomizing the concept of expanding- even expansion in the face of war. This has been visualized in the history of their species, which spans back several centuries. When mankind made the wheel, the Fiori were using it to crush one another. When the humans were discovering their world, the Fiori were waging war across it. When humans invented flight, the Fiori were fighting in the sky. When mankind split the atom, it was at this point that the Fiori used atomic weapons, scourging entire battlefields with nuclear fire and radiation. Yet even as mankind made his nations, the Fiori had only existed in their clans, conglomerates of warriors, women, and slaves that worked and fought and bred their way across resource deposits. The advent of atomic weaponry, however, had forced a shift in their culture. An attitude of exist-or-die, and it was the actions of a single clan that unified their culture. The Raik clan, led by Warchief Uvenk, carved a path across the planet. Yet unlike the other clans, Uvenk had not decimated the clans his own bested in battle. He did not take the women into his own clan and make the warriors into slaves, but instead allowed them to exist, appointing new Warchiefs bound by oaths of loyalty and pacts of alliance. These clans were vassals, yet they remained independent and powerful, retaining their honor and dignity. Warchief Uvenk's forces spread across the globe- his warriors claiming a long string of victories under the banners of his unified clans. Women were kept in breeding camps together as mutual collateral, slaves shared freely and- for the first time- a real semblance of order formed.

Warchief Uvenk was the first Warmaster of the clans, and it was under his direction that they breached the stars- claiming the area beyond their world's radiation-tinged atmosphere, and claiming several alien derelicts with boarding shuttles. The vessels have since found use in boarding the Green Star, bringing the Warmaster and his contingents to whatever new worlds they encounter, ready to breed and swarm over new worlds, to plunder them freely and claim not only this ship, but the greater universe in their path. Those that ally with them shall find strong allies of the fiercest blood.

Those that seek to prevent their spread shall find nothing but steel and flesh, interchangeable in their inflexibility.

Desired Starting Stats

Military: Very High. Walking tanks in a culture of unified clans ruled by a guy called the 'Warmaster'. They're like Krogans that had babies with Klingons, with the biology of Tyranids. Are you expecting anything other than lots of military power?
Espionage: Low. So, a 500lb killing machine walks into a bar...
Morale: Average. Sure, they're flying through a giant ship filled with stuff to kill and eat, but they're stuck in a giant ship with stuff to kill and eat for an unknown length of time. They might have to ration out their murdering sprees!
Influence: Low. I'm sure they're just fantastic fellows once you get to know them, but they're somewhat abrasive to get used to at first, unless you're naturally inclined to fighting, drinking, and generally carrying on like a fraternity that enjoys gunfire as background noise.
Economics: Very High. This is mostly slanted towards engineering, as the Fiori have had an extensive past in the area of constructing siegeworks, even in close-quarters settings such as this. Pillboxes, hand-to-hand slaughter trenches, and countless traps are all part of the Fiori war machine. The more mercantile aspect of things isn't as strong a factor, but their slave castes frequently barter with one another, giving them at least a foothold. Also, trying to coerce a 500lb gentleman into an agreement doesn't tend to go too well.
Research: Very Low. What do you expect from a race that are basically walking tanks? Shakespeare?

Grimsage Matt
2012-12-05, 09:29 PM
Say Zweanslord. The Wampeys seem to have forgotten something. The Deep Trolls will give them "SAVE ME GOD" rotgut in exchange for information.

For those under 900, fruit juice can be served:smalltongue:

hydroplatypus
2012-12-06, 02:25 PM
given that morale works differently this game, how are we doing D.ESP for reading messages?

ArcaneStomper
2012-12-06, 02:45 PM
Defensive Espionage is morale plus any espionage invested into it. Reading a message requires beating the lowest of the defensive espionage involved.

Yes this does mean that it is mean it is possible to raise your espionage above the morale cap and basically read everything. But really anyone who really focuses on espionage will be raising it above everyone else's morale cap or no cap. If people really want their messages to be secure they will need to invest in a network of their own to secure it with. Otherwise the Green Star is filled with gossips and spies that will spread information around.

razovor
2012-12-06, 03:08 PM
Where is the Green Star, right now?

hydroplatypus
2012-12-06, 03:09 PM
Also, how long has it been there. Cause if it has been there for 5 turns I probably will be more careful with my harvester.

ArcaneStomper
2012-12-06, 03:14 PM
It's currently jumping. Once I finally find the time to send out PMs with starting information, I will put up an IC post where it jumps into a system.

Think of these preliminaries as Turn 0.

Forum Explorer
2012-12-06, 03:20 PM
So what did we start with again, in regards to harvesters, docks, nodes and trade goods?

razovor
2012-12-06, 03:24 PM
It's currently jumping. Once I finally find the time to send out PMs with starting information, I will put up an IC post where it jumps into a system.

Think of these preliminaries as Turn 0.

Ah, okay. So while our stats are technically locked down because we're jumping, we can't do anything within them anyway, because the game hasn't started yet.

ArcaneStomper
2012-12-06, 03:25 PM
Outer Shell factions started with 1 Harvester, 1 Dock, 1 Hangar and no trade goods. Inner Decks start with 1 Node and 20 trade goods.


Ah, okay. So while our stats are technically locked down because we're jumping, we can't do anything within them anyway, because the game hasn't started yet.

Essentially yes. I didn't want to hold off the start of the game, but the mechanics are still waiting for me to get everything together. But since diplomacy doesn't require that I started things anyway.

Given that you won't need to use your stats until your EoTs, and the EoTs will be the 14th, unless someone wants more time, and I plan to get everything sent out in the next day or so, this should not actually interfere with anything. You can't use stats mid turn anyway.

Zweanslord
2012-12-06, 04:42 PM
Will respond to the PIMC tomorrow, had to get the orange juice done. :smallwink:

As for messages, if I understand it correctly, as everybody has 5 morale now, unless somebody specifies they are using espionage for defense already, basically anybody with higher than 5 espionage can read all the message now, correct?

Grimsage Matt
2012-12-06, 04:51 PM
Pretty much.

Also, set up a minibar for your guys. We got five types, and bartenders hear a lot.

Thelonius
2012-12-06, 05:07 PM
Ignore my PM ArcaneStomper, I didn't check the OOC first.

oblivion6
2012-12-06, 06:48 PM
[Claiming post for Terrainian Company]

Grimsage Matt
2012-12-06, 07:47 PM
Hydro.... the Minibar is not for business. It's my Wampey trap. It lures them in, then we listen and shift for information. So ya, the Bar is not my Commerce... it's how I'm fluffing my ESP:smalltongue:

daelrog
2012-12-06, 08:18 PM
Few questions:

1) In the rules, it says stats can usually only increase themselves. It also states that influence cannot be used by itself and must be used in combination to other stats. However, can influence be used by itself to create more influence?

2) For commerce and buying stats, do you use it when trading with other factions (now all PCs) or do you use it to some free market system with an endless pool?

3) Do we all have zero trade goods until the first turn ends?

hydroplatypus
2012-12-06, 09:55 PM
OK, I thought it was a public thing. Especially as the Wampeys were going around telling and inviting people to your place. I'll ignore it from now on.

Grimsage Matt
2012-12-06, 09:57 PM
Nah, it's one of those things. Little buggers spread the word, and we'll listen to you gripe over juice too.

Also, those with tough enough physiologies are directed to the bardoor to the Trollish Booze bar. Our booze makes up 2 of our MIL on it's own:smallbiggrin:

hydroplatypus
2012-12-06, 10:00 PM
Few questions:

1) In the rules, it says stats can usually only increase themselves. It also states that influence cannot be used by itself and must be used in combination to other stats. However, can influence be used by itself to create more influence?

2) For commerce and buying stats, do you use it when trading with other factions (now all PCs) or do you use it to some free market system with an endless pool?

3) Do we all have zero trade goods until the first turn ends?

no clue on 1, but I think 2 and 3 were answered at one point.

2. commerce assumes an endless sink with which you trade, so no other factions need be involved. As to buying stats, you need to buy from another faction. Note that the 10:1 ratio from infrastructure is different from buying stats, and it requires no additional faction. However if you want a better ration then contact another faction. Give it a a few turns and I will probably have enough trade goods stockpiled that I will open a stat trading market. Of course I will probably only be buying stats the first turn the market is up, so that I get a decent stock, but the turn after you can probably buy stats from me at a cheaper than infrastructure rate.

3. If you are an inner faction you have 20 trade goods. If you are an outer you have no trade goods until you get the income from harvester/node/commerce at the end of first turn.


Nah, it's one of those things. Little buggers spread the word, and we'll listen to you gripe over juice too.

Also, those with tough enough physiologies are directed to the bardoor to the Trollish Booze bar. Our booze makes up 2 of our MIL on it's own:smallbiggrin:

A few of the consortium's members from tougher races might frequent it. Most won't. Several have physiologies different enough that your alcohol would probably kill them via alcohol poisoning. After all, alcohol is the second most common solvent in industry (good old diHydrogen monoxide being the first of course). I should totally get the Wampeys to start a petition proposing that diHydrogen Monoxide be banned. Would be hilarious.

razovor
2012-12-07, 12:51 PM
The Gith sounds an awful lot like another well known AI Race.

"Does this unit have a soul?"

Grimsage Matt
2012-12-07, 12:56 PM
A few of the consortium's members from tougher races might frequent it. Most won't. Several have physiologies different enough that your alcohol would probably kill them via alcohol poisoning. After all, alcohol is the second most common solvent in industry (good old diHydrogen monoxide being the first of course). I should totally get the Wampeys to start a petition proposing that diHydrogen Monoxide be banned. Would be hilarious.

Rumor wise, our Rotgut has been compared to necular waste. Others say it's the primary ingerdient in our Napalm weapons. Others say they're the psonicly collected blood and screams of demons.

What does that mean beyond fluff? Nothing:smallbiggrin:

And ya, lets get them to ban it:smalltongue:

ArcaneStomper
2012-12-07, 04:57 PM
Few questions:

1) In the rules, it says stats can usually only increase themselves. It also states that influence cannot be used by itself and must be used in combination to other stats. However, can influence be used by itself to create more influence?

2) For commerce and buying stats, do you use it when trading with other factions (now all PCs) or do you use it to some free market system with an endless pool?

3) Do we all have zero trade goods until the first turn ends?

1. Yes influence can be used by itself.

2. You use it on the free market not with other factions. Although they could ask for the use of commerce in exchange of course. The Free Market is essentially all the individuals on the Green Star who are not affiliated with any one faction, or who have factions that are too small to matter as such. Individually they are meaningless. Overall they produce a certain amount of goods and stats that can be bought each turn. And if one good is in high demand they will regear production to supply it. So if everyone buys mil for five turns in a row don't expect research to be cheap on the sixth turn.

3. Inner Deck territories have 20 to make up for not having a hangar and the difference in price between a node and a harvester.

@Everyone: Since there are no NPC factions then by all means you could agree to ban dihydrogen monoxide. Of course the Green Star uses huge amounts of that particular solvent, so I think you would have a hard time enforcing that particular ban on anyone that knew how to tap Green Star pipelines. And of course it would not take kindly to anyone trying to impose the ban on the Green Star itself.

razovor
2012-12-07, 05:09 PM
Dihydrogen Monoxide is essential for the creation of the pools our species lives in. I suppose we could try to live without it, but it would be difficult.

Ragnar Lodbroke
2012-12-07, 05:16 PM
Dihydrogen Monoxide is necessary for some Genova forms; but I could always reconvert the species to make that solvent unnecessary.

Thelonius
2012-12-07, 05:16 PM
What do you mean there are no NPC factions? What does my Tech do then?

ArcaneStomper
2012-12-07, 05:18 PM
Yeah that one needs to be changed. Probably to something like better effects from influence.

Thelonius
2012-12-07, 05:43 PM
Or you can give bonus to the favors Protocol Intelligence provides and receives? Perhaps a % chance to give or receive 1 more stat point, when trading favors.

hydroplatypus
2012-12-07, 05:44 PM
What effect does using commerce to get trade goods do to the free market? because using it to buy stats evidently has effects. Also, how many trade goods can I expect to get from commerce? I want to know so that I know how viable my strategy is. If commerce income is generally high, and buying stats will generally only result in a modest price decrease from infrastructure then it results in my using a different strategy than if commerce income is low, and buying stats on the NPC free market results in a large price increase. It also effects the viability of my stat market idea. The ratios greatly effect how viable my strategy is.

ArcaneStomper
2012-12-07, 05:52 PM
Or you can give bonus to the favors Protocol Intelligence provides and receives? Perhaps a % chance to give or receive 1 more stat point, when trading favors.

That's a fairly good idea. I will probably do something like that.


What effect does using commerce to get trade goods do to the free market? because using it to buy stats evidently has effects. Also, how many trade goods can I expect to get from commerce? I want to know so that I know how viable my strategy is. If commerce income is generally high, and buying stats will generally only result in a modest price decrease from infrastructure then it results in my using a different strategy than if commerce income is low, and buying stats on the NPC free market results in a large price increase. It also effects the viability of my stat market idea. The ratios greatly effect how viable my strategy is.

Using commerce to generate trade goods will not have an effect on future actions that use commerce to generate trade goods. There is only so much detail that I wish model.

As for the rest I'm not saying. You can work it out from your EoTs if you keep close enough track. But I'm not going to just lay out every single mechanic for people.

As for how viable your strategy. Well I'm not telling anyone else how viable their strategy is either. To be completely honest I don't know how viable anyone's strategy is. It's not like I've run this particular set of rules before. Essentially every game of TW I run is a playtest of various effects I have thought of, with the overall goal of incrementally creating a better balanced and fun TW game by testing the effects of different rules.

Some things work and become standard practice in my future games. Some don't and get put on my list of rules that decrease the fun of playing or increase the work I need to do.

hydroplatypus
2012-12-07, 06:04 PM
OK, I'll figure it out from EOTs.

Ragnar Lodbroke
2012-12-07, 08:14 PM
Sorry to bother you, when is the EoT due?

Grimsage Matt
2012-12-07, 08:16 PM
Psionics is a vaild reason to explain stuff, right? Just checking, because there might be some stuff I want to do with it.

razovor
2012-12-07, 08:19 PM
Ragnar asked this question In-Thread. I figure it's something other people may want to hear as well.

Is there any benefit to co-operating with other factions to develop technologies?

I was going to pay people to help me develop my technologies, but if collaboration is beneficial, I might do that instead.

Ragnar Lodbroke
2012-12-07, 08:20 PM
Ragnar asked this question In-Thread. I figure it's something other people may want to hear as well.

Is there any benefit to co-operating with other factions to develop technologies?

I was going to pay people to help me develop my technologies, but if collaboration is beneficial, I might do that instead.

Yeah, I was going to ask again here, but I didn't want to spam both threads with the same questions.

NM020110
2012-12-07, 08:28 PM
This was answered in the recruitment thread, I believe.

Something to the effect of the cost being doubled, but both factions get a bonus.

razovor
2012-12-07, 08:30 PM
This was answered in the recruitment thread, I believe.

Something to the effect of the cost being doubled, but both factions get a bonus.

Bonus to research?

That effectively means the cost is slightly less than doubled.

ArcaneStomper
2012-12-07, 08:40 PM
Actually I answered it way back in the central thread. Yes there is a small bonus associated with cooperative research.

The EoT is next Friday the 14th.

Gunther
2012-12-07, 10:21 PM
Hey, Oblivion, are all Terranians human? Or human-like, I'd imagine?

oblivion6
2012-12-07, 10:47 PM
Hey, Oblivion, are all Terranians human? Or human-like, I'd imagine?

Mostly humans with just a couple humanoid beings scattered throughout the company. Before they came and got trapped on the ship, the company as a whole consisted of dozens of various beings but most of the band he took on his raid against the Green Star were humans.

daelrog
2012-12-08, 12:57 AM
1. Yes influence can be used by itself.

2. You use it on the free market not with other factions. Although they could ask for the use of commerce in exchange of course. The Free Market is essentially all the individuals on the Green Star who are not affiliated with any one faction, or who have factions that are too small to matter as such. Individually they are meaningless. Overall they produce a certain amount of goods and stats that can be bought each turn. And if one good is in high demand they will regear production to supply it. So if everyone buys mil for five turns in a row don't expect research to be cheap on the sixth turn.

3. Inner Deck territories have 20 to make up for not having a hangar and the difference in price between a node and a harvester.

@Everyone: Since there are no NPC factions then by all means you could agree to ban dihydrogen monoxide. Of course the Green Star uses huge amounts of that particular solvent, so I think you would have a hard time enforcing that particular ban on anyone that knew how to tap Green Star pipelines. And of course it would not take kindly to anyone trying to impose the ban on the Green Star itself.

Thanks. And sorry, I see you answered number 3 on the first page. Managed to overlook it.

Forum Explorer
2012-12-08, 02:11 AM
The Gith sounds an awful lot like another well known AI Race.

"Does this unit have a soul?"

I'm not sorry. :smallbiggrin:

d3vil
2012-12-08, 05:21 AM
I've been extremely busy this week and kinda missed the start. I'll post my refluff tomorrow I hope, if its still okay with you?

daelrog
2012-12-08, 05:31 AM
Think I'm all set for this game now. Only thing left is to see what research options there are in the infrastructure category, but I figure Arcane is working on those PMs.

ArcaneStomper
2012-12-09, 04:25 AM
Alright I have sent PMs to everyone who has posted so far. That leaves Mabn, Iron Victory, Sjurd, and Rafinius. I'll send you guys PMs when you post.

I will do the post where the Green Star jumps into the next system either today or tomorrow. To keep anyone from getting impatient I will say that the system is inhabited by an Iron Age civilization. And otherwise looks unexceptional.

Gunther
2012-12-09, 07:03 AM
Alright I have sent PMs to everyone who has posted so far. That leaves Mabn, Iron Victory, Sjurd, and Rafinius. I'll send you guys PMs when you post.

I will do the post where the Green Star jumps into the next system either today or tomorrow. To keep anyone from getting impatient I will say that the system is inhabited by an Iron Age civilization. And otherwise looks unexceptional.

**Primes his shotgun with one hand**

IRON AGE! Meet LEAD AGE!

Eldan
2012-12-09, 08:24 AM
Wait, we have an IC? I totally missed that!

hydroplatypus
2012-12-09, 12:06 PM
Well, it looks like my traders won't have much to sell to the locals. After all other than a few souvenirs or cultural artifacts (which will get old fast especially with the inevitable raiding) what of value would they have? Oh well.

Mabn
2012-12-09, 12:08 PM
Wait, we have an OOC? I totally missed this!

Anyway, faction repost: Kiir

Faction leader: varies
Starting technology: MK II Harvesters
Description: A race of short-lived insects about the size of small dogs, the Kiir have resided in the outer docks for some time, but seem to have little desire to move or create ties with their neighbors.
Stats:
Military: Kiir are not especially strong or gifted combatants, but they are numerous. Very numerous. And they consider their corpses to be excellent building materials.
Espionage: their small size and relative ubiquity allows them to see many things that go on around them, but they have a hard time understanding the actions of other species and generally consider analyzing them to not be worth the effort.
Infrastructure: Kiir do not sleep, and generally die from physical breakdown. While they live they never stop building.
Commerce:the Kiir do not generally trade with other species and when they do it is out of desperation and they don't haggle
Influence: The Kiir have never tried forming close relations and are unusually self sufficient
Research: Despite their low life expectancy, Kiir culture is slow to change. Apart from spreading out they are unaltered since their arrival.

Gunther
2012-12-09, 01:23 PM
Well, it looks like my traders won't have much to sell to the locals. After all other than a few souvenirs or cultural artifacts (which will get old fast especially with the inevitable raiding) what of value would they have? Oh well.

Oh, I got some ideas of what value the locals have.

But we can discuss that ICly. Or in PM. :D

Nyna
2012-12-09, 01:53 PM
If we're talking about native trading, don't leave the Msuri Tribe out, haha. I'm sure we'll find something of interest to trade with them. :smalltongue:

oblivion6
2012-12-09, 03:10 PM
**Primes his shotgun with one hand**

IRON AGE! Meet LEAD AGE!

I certainly wont stop you from introducing the locals to our friendly neighbourhood shotguns! I personally plan to dazzle them with my polearms and then blow them to smithereens.

d3vil
2012-12-09, 04:35 PM
The Cult

Leader: Unknown
Starting Technology: Can trade with the Green Star
Starting Zone: Inner Decks

Description:

For those who lived their whole life on the Green Star, the Cultists are a natural part of their daily lives. For those who just joined the journey, they are as much crazy as they are mysterious. No faction can provide any form of proof that they were on board the Great Whale before the Cult and in generations of quarrel, it was established that the Cult 'was always there'.

They worship the Green Star, believing that all live originally came from these Whales (including the progenitors. Cultists believe that they were merely the firstborn on these ships and left their creators.) and they now seek to return to their origins and encourage every brother (everyone, we were all born from the Great Whales of the Stars) to join them in their pilgrimage.

The Cult seems to be governed, but there is no public knowledge about the specifics. There are several 'Bishops' that serve as official representatives and are trusted as much as any political entity of any faction.

There is no known business avenue they pursue. They can probably be descriped best as merchants, living and growing through trade and politics mostly.

Desired Stats:

Military:
Very low. They have enough to defend their territories, but nothing more.

Espionage:
Extremely high. They are a part of everyone's life and have highly developed connections. Basically anyone could be a member of the Cult.

Infrastructure:
(Very) Low. They have enough infrastructure to sustain them for a few jumps if no trading opportunities arise, but beyond that, they live of their commerce.

Commerce:
Above average. They are trusted merchants and have access to a lot of goods. They often act as mediators because there is a mutual acceptance of them. There is also a steady income of charity.

Research:
Above average. A strong written tradition and plenty of experience with progenitor technology form a decent foundation for the Cults research department.

Influence:
High. For various reasons.

Fluff came up a bit vague, but I think you get the general idea. I will try and expand it further over the next day or two.


I decided not to refluff. Gonna post in IC tomorrow.

hydroplatypus
2012-12-09, 05:15 PM
Oh, I got some ideas of what value the locals have.

But we can discuss that ICly. Or in PM. :D

The consortium doesn't deal in slaves. too much risk of getting killed should the slaves break free or rebel, or any other faction get pissed at the slave traders.

If the idea was something else feel free to talk to me IC/PM about it.


If we're talking about native trading, don't leave the Msuri Tribe out, haha. I'm sure we'll find something of interest to trade with them. :smalltongue:

While I will usually engage in trading with the natives if they are in the industrial age or above, I have plans that take priority at the moment. Namely training my commerce and building up a trade good stockpile to start the stat market. Native trading with iron age people is not high on my priority list. Perhaps next system.

Eldan
2012-12-09, 05:30 PM
Just a hypothetical: what would happen to a total war game if somehow, everyone agreed to be peaceful and live in total harmony? It would be pretty damn weird.

ArcaneStomper
2012-12-09, 05:45 PM
It would be kind of boring, and the result would probably depend on the GM. Me personally I would either shrug and close the game, or start throwing nasty events at the players designed to break up the alliance or force them to do something interesting depending on how invested I was in the setting.

oblivion6
2012-12-09, 06:06 PM
or start throwing nasty events at the players designed to break up the alliance or force them to do something interesting depending on how invested I was in the setting.

Yeah, thats what I would do.

Mabn
2012-12-09, 06:08 PM
It would be kind of boring, and the result would probably depend on the GM. Me personally I would either shrug and close the game, or start throwing nasty events at the players designed to break up the alliance or force them to do something interesting depending on how invested I was in the setting.

challenge accepted

Nyna
2012-12-09, 06:09 PM
Just a hypothetical: what would happen to a total war game if somehow, everyone agreed to be peaceful and live in total harmony? It would be pretty damn weird.
Considering the number of players we have, I think that there will inevitably be conflict, but I think it's going to be incredibly dangerous to have prolonged wars. Being in a depleted military state just makes you vulnerable to your neighbors, and we have a lot of neighbors.

oblivion6
2012-12-09, 06:30 PM
Considering the number of players we have, I think that there will inevitably be conflict, but I think it's going to be incredibly dangerous to have prolonged wars.

Thats why there's mercs like me. Cuts down on needing your own forces.

ArcaneStomper
2012-12-09, 06:32 PM
Yeah with 20 players having everyone agree to live and peace and harmony is pretty low on my list of things I expect to happen.

Forum Explorer
2012-12-09, 06:41 PM
Yeah with 20 players having everyone agree to live and peace and harmony is pretty low on my list of things I expect to happen.

Well some of us will inevitably drop out and become NPCs.


Still I think it would be fun to have a peaceful game. Just building up and exploring the tech tree. While trading/raiding with the natives.

hydroplatypus
2012-12-09, 07:13 PM
well, given that the coalition has 9 members as yet I think we can have a large portion of the factions not being involved in any wars. It will probably be a relatively peaceful game until the coalition breaks or the other factions make a counter alliance. Will be interesting to see where this goes.

oblivion6
2012-12-09, 07:15 PM
well, given that the coalition has 9 members as yet I think we can have a large portion of the factions not being involved in any wars. It will probably be a relatively peaceful game until the coalition breaks or the other factions make a counter alliance. Will be interesting to see where this goes.

Yeah, see how long that coalition lasts, Hydro...

razovor
2012-12-09, 07:21 PM
Only fourteen factions have posted in thread. Of those we've accepted nine (64%).

If we assume the Msuri and Genova are getting in thats eleven (78%)

So by the time all twenty factions have posted, we'll have fifteen members.

I don't think the question is how many members we have, but how strong the bond actually is. This alliance is little more than us saying we like peace. We all have things we're willing to go to war over.

hydroplatypus
2012-12-09, 07:25 PM
I only need it to survive long enough to get the stat market running. Once that gets going I should be fine, as who would kill their convenient supply of cheaper than usual stat points?

razovor
2012-12-09, 07:35 PM
I only need it to survive long enough to get the stat market running. Once that gets going I should be fine, as who would kill their convenient supply of cheaper than usual stat points?

Depends who else you're supplying to.

Nyna
2012-12-09, 07:43 PM
I would honestly like to see the Coalition evolve into some sort of United Nations type deal. It'd be a lot more interesting than just some super alliance I think, and everyone loves politics.

razovor
2012-12-09, 07:46 PM
I do love politics. But it is made much more interesting by the extremists and aggressors. We'd need to invite them into our alliance.

oblivion6
2012-12-09, 07:56 PM
Oh, its always a pleasure negotiating with you Gunther. I like the Fiori already

Gunther
2012-12-09, 08:02 PM
Just a hypothetical: what would happen to a total war game if somehow, everyone agreed to be peaceful and live in total harmony? It would be pretty damn weird.


challenge accepted


Thats why there's mercs like me. Cuts down on needing your own forces.


Well some of us will inevitably drop out and become NPCs.


Still I think it would be fun to have a peaceful game. Just building up and exploring the tech tree. While trading/raiding with the natives.


Only fourteen factions have posted in thread. Of those we've accepted nine (64%).

If we assume the Msuri and Genova are getting in thats eleven (78%)

So by the time all twenty factions have posted, we'll have fifteen members.

I don't think the question is how many members we have, but how strong the bond actually is. This alliance is little more than us saying we like peace. We all have things we're willing to go to war over.


I only need it to survive long enough to get the stat market running. Once that gets going I should be fine, as who would kill their convenient supply of cheaper than usual stat points?


I do love politics. But it is made much more interesting by the extremists and aggressors. We'd need to invite them into our alliance.


Oh, its always a pleasure negotiating with you Gunther. I like the Fiori already

<Everyone is being friendly and nice and huggling one another as they all get along.>
<Elsewhere, we see a Fiori infant putting its claws to good use, ripping its way out of its mothers womb, slicing through bowels, and eventually gnawing its way through the umbilical cord attempting to strangle it within the first three minutes of life.>

"Boy, the galaxy sure is unusually PEACEFUL lately... I wonder where all the violence went to..."

Eldan
2012-12-09, 08:04 PM
Build up, bully them in under probation.

Grimsage Matt
2012-12-09, 08:06 PM
The Deep Trolls look at the Hippes and Yuppies and the Demonspawn, in a age of peace.

"Finnaly quiet around here. Now, to get back to work without all the innteruptions...."

Forum Explorer
2012-12-09, 09:01 PM
I would honestly like to see the Coalition evolve into some sort of United Nations type deal. It'd be a lot more interesting than just some super alliance I think, and everyone loves politics.

Ugh I hope not. UN sorta things in these games always basically end up being ignored since they never seem to be willing to take action against anyone.

Gunther
2012-12-11, 01:03 AM
Ssssssso.... :D

When can we interact with locals? And how?

Zweanslord
2012-12-11, 01:38 AM
I saw some of the messages in the IC with [PM] around it. What does it mean, or rather, imply? I think it means Private Message, but then again, aren't most spoilered messages private anyway? So I don't really see what it adds.. could anybody enlighten me?

Gunther
2012-12-11, 01:39 AM
I saw some of the messages in the IC with [PM] around it. What does it mean, or rather, imply? I think it means Private Message, but then again, aren't most spoilered messages private anyway? So I don't really see what it adds.. could anybody enlighten me?

Basically, PM is actually a private message. High-level meetings, face-to-face between trusted command staff. Regular stuff is just that: Regular and open to espionage. Think presidents meeting presidents rather than, say, having a basic grunt meet a basic grunt.

razovor
2012-12-11, 06:46 AM
It's all the same to me with one espionage.

Thelonius
2012-12-11, 07:45 AM
Razovor, would you be interested in trading that 1 ESP to me? It's not like you'll be getting much out of it. I'll make an IC trade

P.S. I'll be confirming all trades with various factions as well.

ArcaneStomper
2012-12-11, 08:35 AM
Ssssssso.... :D

When can we interact with locals? And how?

When you can get a ship to them. Since you can't launch a ship till the EoT, that means next turn.

razovor
2012-12-11, 12:16 PM
Razovor, would you be interested in trading that 1 ESP to me? It's not like you'll be getting much out of it. I'll make an IC trade.

Yes, I would.

Ragnar Lodbroke
2012-12-11, 02:08 PM
When you can get a ship to them. Since you can't launch a ship till the EoT, that means next turn.

I misread: "When you can get a WHIP to them".

"How rude!" I thought.:smallbiggrin:

ArcaneStomper
2012-12-11, 02:22 PM
I misread: "When you can get a WHIP to them".

"How rude!" I thought.:smallbiggrin:

I am not responsible for any implications from imaginary spelling errors your mind comes up with.

Also this is limitation is just for natives without space travel or radio communications. Information age civilizations could at least talk with you during the turn. More advanced civilizations would probably have ships around the system that could be traded with, and really advanced civilizations might actually be already ready and waiting when the Green Star arrives.

razovor
2012-12-11, 02:48 PM
Because you asked Hydroplatypus;


One point of infrastructure can trade ten (10) trade good for one new stat point.


Small Favor (1-2 Trade Goods, Stat Points)
Medium Favor (4-5 Trade Goods, Stat Points)
Large Favor (9-11 Trade Goods, Stat Points)
Platinum Favor (???)

hydroplatypus
2012-12-11, 02:51 PM
Thanks for that. I'll write that down in the file I'm keeping on my faction.

Nyna
2012-12-11, 05:17 PM
So approximately how many turns (on average) can we expect the Green Star to remain in the system, based on what we know from previous cycles?

razovor
2012-12-11, 05:17 PM
I haven't seen any signs the ship will jump in the next two turns. But I only know a few of the signs.

ArcaneStomper
2012-12-11, 05:25 PM
Three to five turns on average.

Mabn
2012-12-11, 05:37 PM
OK, I should understand this by now, but I want to go through it anyway. Harvesters are built with infrastructure. Harvesters are placed in docks. Docks are limited by territory in the outer shell and each holds 1 harvester. Territory in the outer shell can be obtained at a rate of 1 per turn, but you still have to build a dock? I feel like I'm really confused and should probably be making a chart of some kind.

ArcaneStomper
2012-12-11, 06:21 PM
Yes you have pretty much described how it works.

razovor
2012-12-11, 06:24 PM
Oh yeah.

Ragnar, Grimsage. I can't research Knowledge of the Green Star I, I've already got it.

How about 'Can issue favours to the Green Star', or 'Can trade with the Green Star'?

Grimsage Matt
2012-12-11, 06:27 PM
Works for me. Also, lets do the favors one. Can see meself using that later if need be.....

Mabn
2012-12-11, 06:28 PM
wow, did not see that coming. Also, is the harvester I start out with a MkII, or if not, what is the cost to retrofit it?

Ragnar Lodbroke
2012-12-11, 06:51 PM
Bummer.

I'd go with Trade first, talking as soon as we have that one figured out.

razovor
2012-12-11, 07:49 PM
I'd go with Trade first, talking as soon as we have that one figured out.

Talking? The Green Star already answers prayers. Why would we need to talk with it more than that?

ArcaneStomper
2012-12-11, 07:57 PM
wow, did not see that coming. Also, is the harvester I start out with a MkII, or if not, what is the cost to retrofit it?

All starting harvesters are the basic ones. To upgrade to a higher tier cost 10 infrastructure. Sidegrading between variants of a tier costs 5.

Mabn
2012-12-11, 08:40 PM
All starting harvesters are the basic ones. To upgrade to a higher tier cost 10 infrastructure. Sidegrading between variants of a tier costs 5.

If I upgrade a harvester, do I get those improvements in its operation that turn? Can I use a harvester in the turn I'm upgrading it?

ArcaneStomper
2012-12-11, 09:15 PM
If I upgrade a harvester, do I get those improvements in its operation that turn? Can I use a harvester in the turn I'm upgrading it?

No for the first, but yes for the second.

ArcaneStomper
2012-12-13, 10:24 PM
Ok then EoTs are due tomorrow. So get your last bits of diplomacy in if you need to.

Honestly I have no idea how long it will take me to process everything, but I'd rather not delay anything more than I have to. So get them in.

Nyna
2012-12-13, 10:34 PM
Any chance we could get a sample EoT posted for those of us who aren't familiar with Total War? Could also help if you had a template used by each player to make reading through our myriad of EoTs faster.

ArcaneStomper
2012-12-13, 10:37 PM
I can make this more detailed if you want a better example, but I think it conveys the gist of what I am looking for.

MIL:*
ESP:*
Infrastructure:*
Commerce:*
Research:*
Influence:*
Morale:5

MIL:
1 will do Action A
2 will do Action B

ESP:
3 will do Action A
2 will do Action B

Infrastructure:
2 will do Action A
2 will do Action B

Commerce:
2 will do Action A
2 will do Action B

Research:
2 will do Action A
2 will do Action B

Influence:
2 will do help Military Action A
2 will do help Infrastructure Action A

Harvester:
Will go mining. (Can be more detailed than this if you want.)

OR

Node:
Generates goods

oblivion6
2012-12-13, 11:53 PM
Dont forget about our projects Gunther.

Ragnar Lodbroke
2012-12-14, 08:46 AM
Thank God they are tomorrow.

ArcaneStomper
2012-12-14, 12:16 PM
I have included a turn 1 map in the second post.

ArcaneStomper
2012-12-15, 12:49 AM
After looking at a lot of EoTs I have noticed some misconceptions regarding trade goods and infrastructure.

Rather than try and explain the original rules more clearly I have decided that those misconceptions are clearer and seem to work better than what I had originally intended.

So I have revised the rules a bit. The main thing is that infrastructure no longer requires trade goods to build or repair stats. Commerce can also buy stats without using trade goods. I have also revised the price of the various harvesters and docks and such down. And probably most importantly you can now trade in two trade goods for one temporary point of another stat.

This means that building stats no longer requires trade goods, but if you have trade goods you can still use them to buy stat points, by trading them in for infrastructure or commerce, or also use them for mil, esp, inf, and morale. Making them much more flexible. And I think more useful. Remember though temporary stat points only last a turn. If you want to store them keep them in trade good form.

Don't worry about sending in revisions to any current EoTs. I will deal with them as the rules used to be. The new revisions will take effect starting in turn 2.

Edit: I also added that military can loot other factions and espionage can steal from them. I thought that was obvious, but I made it explicit in case it wasn't clear.

hydroplatypus
2012-12-15, 12:31 PM
OK, so I have a few questions about the new economics rule. 1. you mention that trade goods can be cashed in 2:1 for temporary stat points. What if I want to buy permanent stat points with trade goods? I based my faction around the idea that trade goods can be converted directly to permanent stats. If they cannot my entire idea becomes less viable.

2. you say 5 infrastructure to a permanent stat point. However you then say 5 to repair or 7 to repair destroyed. Shouldn't repair be a lower number than just building it new?

3. the way commerce is currently done it will only give any trade goods on a successful roll, and nothing upon failure. Wasn't it originally such that one would obtain trade goods with the amount varying with roll results? so even if yo got a really low roll you would still get some? If the new rules are in fact as I interpret them, then why would you ever use commerce this way?

4. Does buying stats still require trade goods? if not then why would anyone use commerce to get trade goods? Also is the standard going rate 5:1 as with infrastructure?

5. combining 3 and 5, if you have low commerce isn't it now a useless stat, as you would always roll failure on trading, and probably get above the going rate for any buying options? If so what use is a low commerce stat to anyone? I mean a low ESP or military still has its uses, but a low commerce doesn't appear to.

ArcaneStomper
2012-12-15, 01:46 PM
OK, so I have a few questions about the new economics rule. 1. you mention that trade goods can be cashed in 2:1 for temporary stat points. What if I want to buy permanent stat points with trade goods? I based my faction around the idea that trade goods can be converted directly to permanent stats. If they cannot my entire idea becomes less viable.

2. you say 5 infrastructure to a permanent stat point. However you then say 5 to repair or 7 to repair destroyed. Shouldn't repair be a lower number than just building it new?

3. the way commerce is currently done it will only give any trade goods on a successful roll, and nothing upon failure. Wasn't it originally such that one would obtain trade goods with the amount varying with roll results? so even if yo got a really low roll you would still get some? If the new rules are in fact as I interpret them, then why would you ever use commerce this way?

4. Does buying stats still require trade goods? if not then why would anyone use commerce to get trade goods? Also is the standard going rate 5:1 as with infrastructure?

5. combining 3 and 5, if you have low commerce isn't it now a useless stat, as you would always roll failure on trading, and probably get above the going rate for any buying options? If so what use is a low commerce stat to anyone? I mean a low ESP or military still has its uses, but a low commerce doesn't appear to.

1. You would use your trade goods as infrastructure to let you build a stat point. Or go the more risky, but potentially more profitable, route of using your trade goods as commerce to try and buy a stat point. I did mention this in my post.

2. I thought I changed that. It's 4 and 3 for repairing destroyed and disabled stats respectively.

3. I didn't touch commerce trade in this edit. It has always been possible to get nothing from trade. But it gives a way for people to gain trade goods above and beyond their harvesters and nodes, and a complete failure is fairly unlikely.

4. No and yes.

5. Commerce works differently from what you are thinking. Each individual point has a chance of success or failure. So having high commerce gets you more chances to succeed but that actual chance of failure or success per roll is the same regardless of whether you have 1 or 10.

hydroplatypus
2012-12-15, 02:17 PM
1. You would use your trade goods as infrastructure to let you build a stat point. Or go the more risky, but potentially more profitable, route of using your trade goods as commerce to try and buy a stat point. I did mention this in my post.

2. I thought I changed that. It's 4 and 3 for repairing destroyed and disabled stats respectively.

3. I didn't touch commerce trade in this edit. It has always been possible to get nothing from trade. But it gives a way for people to gain trade goods above and beyond their harvesters and nodes, and a complete failure is fairly unlikely.

4. No and yes.

5. Commerce works differently from what you are thinking. Each individual point has a chance of success or failure. So having high commerce gets you more chances to succeed but that actual chance of failure or success per roll is the same regardless of whether you have 1 or 10.

Thanks for clearing that up. Didn't consider using trade goods as temporary infrastructure. That maintains the 10:1 trade good ratio that originally was in the rules, so I'm fine with that.

Hooray.

ArcaneStomper
2012-12-15, 02:36 PM
I am still missing EoTs from the Collective of Yor, the Church of the Progenitors, The Genova Nova Survivors, and the Cult, although I'm not sure if d3vil is still playing.

I haven't seen the Chimera Syndicate, Aegis Security, or Free Folk at all yet. If you're still interested or I missed a post chime in, otherwise I am removing those three factions from the game in turn 2.

Ragnar Lodbroke
2012-12-15, 04:40 PM
Sorry for the delay, I'll get to work on this right away.

EDIT: EoT sent. Sorry for the delay.

ArcaneStomper
2012-12-18, 12:30 AM
Alright took a while, but I have finally got things organized for this. I will try and get the EoTs back today some time, and the new turn will be shortly after whenever I manage that. Hopefully not later than Wednesday.

ArcaneStomper
2012-12-18, 11:50 PM
EoTs are back and the new turn is up.

For the record every tech costs 10 research to finish. Since that makes it easy enough to track yourselves I won't be apprising you of your progress in them until you are actually finished.

razovor
2012-12-19, 04:40 AM
For science!

EDIT: Are there 216 outer deck territories?

ArcaneStomper
2012-12-19, 08:46 AM
Yes there are.

Edit: Also according to my records the Genova Nova survivors did not issue a favor to the PIMC.

Nyna
2012-12-19, 09:59 AM
Not sure if this was answered before or not, but what happens if we have stats or Harvesters operating off the Green Star when it jumps? Say, if we have a Harvester out mining or Commerce out trading?

ArcaneStomper
2012-12-19, 10:12 AM
Harvesters are lost. Stats should probably be lost too, but I'm considering saying that they get back safe regardless. Either just for the first jump or possibly as a permanent ruling.

Nyna
2012-12-19, 12:46 PM
Okay, so say the Green Star is jumping next cycle, do we need to have Harvesters/stats back the cycle before, or that cycle?

ArcaneStomper
2012-12-19, 11:21 PM
You need to not send the Harvester out to mine on the turn when the Green Star jumps. The harvester will always start the turn in its dock if it survived the last turn. It's a player's decision whether to risk sending it out or not.

Zweanslord
2012-12-21, 10:41 AM
When is the next EOT due, by the way?

ArcaneStomper
2012-12-21, 11:15 AM
Friday the 28th.

Given that that is pretty close the holidays I am prepared to extend it though.

hydroplatypus
2012-12-21, 12:43 PM
Hey, is there a list of everyone's morale/D.ESP? for message reading purposes?

ArcaneStomper
2012-12-21, 07:39 PM
Hey, is there a list of everyone's morale/D.ESP? for message reading purposes?

I'll post one in a bit.

razovor
2012-12-21, 08:46 PM
Grim, did you miss my message? Requesting confirmation we're going to be continuing the joint project. I understand if you'd rather divert resources elsewhere. Green Star research is not great for early development.

Arcane, where did the 1 excess research I invested into my project last turn go?

Grimsage Matt
2012-12-21, 08:49 PM
I missed it. Will continue working wit ya for one more turn, then have ro research them Deep Core nodes...

razovor
2012-12-21, 08:55 PM
I finished improved nodes. Didn't get me access to the Deep Core. I expect that will simply become available to everyone in a few turns.

Maybe research can get us deeper into the ship? I'll save a couple spaces in the Innermost Sanctum for the trolls, if I end up beating you there.

4 more research should finish this project, so you only need to invest that much.

ArcaneStomper
2012-12-22, 01:34 PM
I should note that there are no NPCs to help with research. All the NPCs are basically small traders and independents. You can interact with them using commerce as they can build and sell things, but otherwise do not really have any resources to participate in large projects.

razovor
2012-12-22, 08:04 PM
What can I do with influence then?

ArcaneStomper
2012-12-22, 08:05 PM
To do what?

razovor
2012-12-22, 08:25 PM
If it's not influence I have with NPC's, what is it influence over? What can be done with it?

I suppose in my EoT I could just write;

'This turn I will use my influence to gain 1 commerce'

But where is the commerce coming from?

ArcaneStomper
2012-12-22, 08:53 PM
Ah I thought you said "What can I do to influence them."

Influence is basically your influence over everybody else. The tiny NPCs, the other PC faction, everybody except outsiders and the Green Star.

By using your influence you get better trade deals, help your attacks, get more information, work faster, etc.

This could be because people like you and are willing to give you better deals on things or are reluctant to fight you. Because you know which strings to pull or because they're just plain afraid of you, depending on your specific faction.

oblivion6
2012-12-25, 09:47 PM
Gunther, did you see my message to you in the IC?

And Razovor. I forget if I answered this or not, but my researchers are not for hire. Dont have enough to make it worth it.

ArcaneStomper
2012-12-28, 03:36 PM
EoTs are due today. There is no particular rush though as I will be visiting my family tomorrow which will do weird things to my entire weekend schedule.

oblivion6
2012-12-28, 03:43 PM
I was waiting for an IC post from Gunther but I suppose I can write up an EoT this evening.

@GM
Can you tell me how much points of research Gunther invested into our research project?

Ragnar Lodbroke
2012-12-28, 06:25 PM
Thelonius
Remember our deal, Thel. I remembered :smallbiggrin:

Thelonius
2012-12-28, 06:31 PM
I'll file my tomorrow. And no forgetting deals. Okay.

ArcaneStomper
2012-12-30, 02:40 PM
I was waiting for an IC post from Gunther but I suppose I can write up an EoT this evening.

@GM
Can you tell me how much points of research Gunther invested into our research project?

Just 1, neither of your factions are research powerhouses.

ArcaneStomper
2013-01-01, 04:47 PM
Still missing EoTs from the Kiir, the Steel Clans, and the Gardeners.

I will try and process them tomorrow so get them in.

Gunther
2013-01-02, 08:39 AM
Sorry for my lateness! I had some family troubles (mainly my dad losing his job) and had to dip out of reality for a bit. Stabilized enough to return, thankfully. Major apologies once more!

Posting, PMing EoT, and all that other fun stuff.

ArcaneStomper
2013-01-08, 12:08 AM
Hey guys, sorry about the delay. I kind of got sidetracked with my other games.

Anyway I am going to try and send back EoTs and post the new turn tomorrow, but it may take me until Tuesday.

Edit: Halfway done. There was actually more scheming and outright combat in this than I realized at first glance. Yes combat on turn 2. I have high hopes for a good all out war, but I'm betting people are just going to claim it was all a misunderstanding. :smallsigh:

oblivion6
2013-01-08, 12:12 AM
Really! People are going to war and I dont get 1 single contract? Hopefully this means I'm left alone...

razovor
2013-01-08, 08:17 AM
I'll get to fighting people when my economy is stronger.

Thelonius
2013-01-08, 10:28 AM
Well, if that ''accidental'' fighting involved Protocol Intelligence, I'll be hiring Terranian Company alright. :smallannoyed:

Grimsage Matt
2013-01-08, 10:31 AM
Might be from me expanding to try and hold 2 Inner Decks. Can give one of them up, will just need to focus on the Deep Core then.

razovor
2013-01-08, 11:47 AM
Might be from me expanding to try and hold 2 Inner Decks. Can give one of them up, will just need to focus on the Deep Core then.

Deep Core doesn't seem overly impressive. More space then the outer deck, less space than the inner deck, doesn't shut-down during a jump. About as good as five outer decks. Less if you add nodes to all your territories.

oblivion6
2013-01-08, 06:14 PM
Well, if that ''accidental'' fighting involved Protocol Intelligence, I'll be hiring Terranian Company alright. :smallannoyed:

Thats what worries me...My guess is since NO mercenary company was hired to my knowledge, someone attacked one of them. You figure that a mercenary army would be perfect for any first-strike operation.

Ragnar Lodbroke
2013-01-08, 06:18 PM
Thats what worries me...My guess is since NO mercenary company was hired to my knowledge, someone attacked one of them. You figure that a mercenary army would be perfect for any first-strike operation.

That's probably the case. Anyways, too late to do anything about it now. Consider yourself hired, should I be amongst the surviving victims.

oblivion6
2013-01-08, 06:22 PM
That's probably the case. Anyways, too late to do anything about it now. Consider yourself hired, should I be amongst the surviving victims.

Theres only a couple targets I could possibly think of with the majority of the ship in the Coalition...Wait a second...Gunther you didnt betray me did you?:smalleek:

ArcaneStomper
2013-01-08, 11:54 PM
New turn is up, new map is up, EoTs are back. The stats however have not been updated yet since it's only morale. I'll get to it later.

I will mention however that I was in a bit of hurry to get things sent back since I had already taken so long, so I didn't include any stats. If you want to know what you have just ask.

daelrog
2013-01-09, 12:18 AM
New turn is up, new map is up, EoTs are back. The stats however have not been updated yet since it's only morale. I'll get to it later.

I will mention however that I was in a bit of hurry to get things sent back since I had already taken so long, so I didn't include any stats. If you want to know what you have just ask.

I do need my stats again. While getting a new computer over the holidays I lost all my old word files (the first new computer I got stopped working so had to get a replacement).

Grimsage Matt
2013-01-09, 12:21 AM
K, did not know that the turf was occupied:smallsigh: I'll be giving it back to you Thel and claim mistake.

Now, just to finish the chute to the Deep Core....

daelrog
2013-01-09, 12:27 AM
Edit: Halfway done. There was actually more scheming and outright combat in this than I realized at first glance. Yes combat on turn 2. I have high hopes for a good all out war, but I'm betting people are just going to claim it was all a misunderstanding. :smallsigh:

Heh. You called it.

oblivion6
2013-01-09, 12:38 AM
Heh. You called it.

That he did:smallamused: I knew it was odd seeing Grim attack someone on his own.

ArcaneStomper
2013-01-09, 01:11 AM
There were too many inner districts being claimed. I knew someone was going to be attacked. I was trying to decide whether to make it random or base on proximity when I realized that Grim had specifically targeted one next to his current territory and of those most were PIMC.

Gunther
2013-01-09, 06:51 AM
There were too many inner districts being claimed. I knew someone was going to be attacked. I was trying to decide whether to make it random or base on proximity when I realized that Grim had specifically targeted one next to his current territory and of those most were PIMC.

To be honest?

I'm amazed it wasn't my guys that attacked someone. I basically send out a blitzkrieg. Got me two territories, but I'm not complaining. ^^

Kind of surprised I didn't accidentally bump into the Hyish or something like that.

"Oh hey, weird alien dudes. Sorry about murdering some of your guys. I kinda accidentally... uhm..."
<Pause>
"Yeah. To be honest, I just wanted to chainsaw one of you in the face to see what it was l-- OH GREAT DEVOURER WHAT THE HECK ARE YOU THINGS MADE OF?!"

Gunther
2013-01-10, 08:19 AM
Sorry for the double post, but I was meaning to ask: What's the dark green separating between inner deck territories and outer deck?

ArcaneStomper
2013-01-10, 09:27 AM
Those are the Green Gates. It was going to be a way of breaking the outer and inner decks into quadrants. You could attack from any outer deck to any other outer deck or from any inner deck to any other inner deck, but could only travel between the two in the same quadrant.

The blue layer are the Blue Gates, and would do the same for inner and deep territories except that they would be divided into thirds.

But I decided that would just complicate things. I left in on the map because it's a nice divider. And technically the gates are still there. You may have noticed I referred to the Blue Gates a few times, but I'm not going to bind movement to them.

Gunther
2013-01-10, 02:18 PM
Those are the Green Gates. It was going to be a way of breaking the outer and inner decks into quadrants. You could attack from any outer deck to any other outer deck or from any inner deck to any other inner deck, but could only travel between the two in the same quadrant.

The blue layer are the Blue Gates, and would do the same for inner and deep territories except that they would be divided into thirds.

But I decided that would just complicate things. I left in on the map because it's a nice divider. And technically the gates are still there. You may have noticed I referred to the Blue Gates a few times, but I'm not going to bind movement to them.

Hmm... Dis gives me ideas. Does the concept still apply for ease of movement and passage?

ArcaneStomper
2013-01-10, 02:25 PM
Hmm... Dis gives me ideas. Does the concept still apply for ease of movement and passage?

What do you mean?

Gunther
2013-01-10, 03:49 PM
What do you mean?

"You could attack from any outer deck to any other outer deck or from any inner deck to any other inner deck, but could only travel between the two in the same quadrant."

Basically, do you still need a gate to travel between the two in the same quadrant?

ArcaneStomper
2013-01-10, 03:52 PM
"You could attack from any outer deck to any other outer deck or from any inner deck to any other inner deck, but could only travel between the two in the same quadrant."

Basically, do you still need a gate to travel between the two in the same quadrant?

Not mechanically. Fluffwise they still exist, but like I said I decided it would be too complicated. Both for players and me trying to keep track of things.

razovor
2013-01-10, 04:20 PM
Was any blood shed in the clash between the Deep Trolls and the PIMC?

Grimsage Matt
2013-01-10, 04:24 PM
The invasion of the PIMC is a success and the Deep Trolls are able to capture the neighboring Inner Deck with no casualties. Mostly this is due to lack of resistance as the PIMC territory is so large that no defenders were in the area.

I'm guessing the no casualties part applied to both sides. However, I am offering my 2 Commerce for the turn as a "Sorry, I should have checked first" sort of thing.

Besides, aren't they AI things:smallconfused:

Not sure how to spill a macheines blood:smalltongue:

razovor
2013-01-10, 04:39 PM
Besides, aren't they AI things:smallconfused:

Not sure how to spill a macheines blood:smalltongue:

You break into their science labs, and smash up any research they're doing on animals.

I wonder if the Green Star has any blood. It's partly organic, and blood is a rather good way of moving energy around.

ArcaneStomper
2013-01-10, 04:54 PM
The Green Star has a blood analogue. Some of the nodes are actually tapping the equivalent of giant blood veins.

ArcaneStomper
2013-01-18, 11:13 AM
EoTs are due today.

Thelonius
2013-01-18, 12:24 PM
Did I made any favor exchange agreements this turn?

Ragnar Lodbroke
2013-01-18, 06:28 PM
Sorry to be so late; I was at work.

EoT sent.

Nyna
2013-01-20, 12:01 PM
Sorry I'm so late on the EoT, I'll get it in in just a moment.

hydroplatypus
2013-01-23, 08:31 PM
Sorry but I think I'm going to have to bow out of this one. GMing TW colony ship is taking a lot of time, and my new job means I have less than I'm used to to begin with. Sorry bout that.

ArcaneStomper
2013-01-23, 09:36 PM
Well that's too bad. Always hate to see a player have to leave. Thanks for telling me at least.

In other news I have finished the EoTs for Shards of War so I will start working on Green Star tomorrow, since I am too tired to do so right now. Hopefully will get them done by Friday, and definitely over the weekend.

ArcaneStomper
2013-01-27, 07:58 PM
So update. I basically got sick on Thursday and spent most of Friday and Saturday feeling lousy. Which didn't leave enough time today to do the turn. I will try to do finish it as soon as possible though.

ArcaneStomper
2013-01-30, 08:45 PM
The new turn is up. Sorry for the delay.

Thelonius
2013-01-30, 09:03 PM
Whelp, I've got utterly crushed - all that is left would be coup d'grace, to finish me off.

Grimsage Matt
2013-01-30, 09:08 PM
K, just going to retake the last inner deck place. To be fair, I did give it back to you Thel, but seeing as yer getting killed off....

oblivion6
2013-01-30, 09:09 PM
Whelp, I've got utterly crushed - all that is left would be coup d'grace, to finish me off.

I truly am sorry about that. I had reason to believe you were seeking to attack me somehow while my forces were elsewhere.

Thelonius
2013-01-30, 09:12 PM
You are most kind, Deep Trolls. :smallmad:


I truly am sorry about that. I had reason to believe you were seeking to attack me somehow while my forces were elsewhere.

Your defense was most proactive.

ArcaneStomper
2013-01-30, 09:19 PM
K, just going to retake the last inner deck place. To be fair, I did give it back to you Thel, but seeing as yer getting killed off....

I am not sure if made this entirely clear, but that particular deck is now filled with lots and lots of salvageable drones. The Green Star doesn't really care if someone else fixes them up now that it's finished with them. So for once the independents will actually make a grab for that territory. It's just too tempting for them not to.

Or at the very least the factions that have become NPCs.

oblivion6
2013-01-30, 09:23 PM
You are most kind, Deep Trolls. :smallmad:



Your defense was most proactive.
Thats rude Grim. It's no wonder the Reforged and Collective eliminated you in my game.:smalltongue:

I was going to investigate the matter a bit first before attacking, but since the Steel Clans offered their aid and I knew of no one else who I had potentially made mad so...

I must say, I underestimated the strength of the drone strike force.

GM: Can you PM what techs I have unlocked? I deleted the original PM that contained all that before transferring that particular part to the google doc I use for this game.

ArcaneStomper
2013-01-30, 09:26 PM
Thats rude Grim. It's no wonder the Reforged and Collective eliminated you in my game.:smalltongue:

I was going to investigate the matter a bit first before attacking, but since the Steel Clans offered their aid and I knew of no one else who I had potentially made mad so...

I must say, I underestimated the strength of the drone strike force.

GM: Can you PM what techs I have unlocked? I deleted the original PM that contained all that before transferring that particular part to the google doc I use for this game.

The Drone Strike Force will always be equal to the combined forces fighting in the area. There are ways to change this, such as the Green Star considering someone a particular threat, or hiding your forces from the Green Star's sensors so it sends a less powerful strike force.

This particular strike force was a good 30 Mil.

Grimsage Matt
2013-01-30, 09:27 PM
I was joking:smallredface: Besides, if the scavangers are there, will scavange in force, pay a share to Thel, and get to work on expanding to the Deep Core.

Still, bad joke on me part.

oblivion6
2013-01-30, 09:30 PM
Good 30 MIL strike force...That means there must be many points of scavengable MIL...Could I send my forces to transport the downed drones and other equipment back to my compounds? I don't have the infrastructure to repair it all at once.

ArcaneStomper
2013-01-30, 09:32 PM
Good 30 MIL strike force...That means there must be many points of scavengable MIL...Could I send my forces to transport the downed drones and other equipment back to my compounds? I don't have the infrastructure to repair it all at once.

Not all of the drones died of course. But yes you can send your people to try and transport as much as you can.

Of course that is what all the NPCs are going to be doing to do as well. Nobody is actually going to salvage stuff on the spot since that would expose their infrastructure.

Edit: Also you guys may want to coordinate how much mil everyone send to protect their scavengers. You know just saying.

Thelonius
2013-01-30, 09:37 PM
Well, it's bad as not too funny in my opinion, but if Deep Trolls decided to strike PIMC while it was weak, there's nothing wrong with that. This is Total War. I can appreciate pragmatism and ruthlessness.

Frankly I find the situation pretty interesting. I've lost my army, all of my stats are deactivated during the jump, as I've lost my Outer Territories. And my opponents can pull 30 MIL. How do I survive this turn? An interesting challenge...


Also you guys may want to coordinate how much mil everyone send to protect their scavengers. You know just saying.

Well, here goes my plan to cause another Drone Event :smallsigh:

Forum Explorer
2013-01-30, 09:42 PM
Isn't the inner deck unusable right now anyways? I mean we could salvage if we wanted, we've got to wait for the jump to finish. Right? :smallconfused:

Thelonius
2013-01-30, 09:43 PM
Salvage is possible - it's the stats of the people in the Inner Decks that get shut down.

oblivion6
2013-01-30, 09:43 PM
I've lost my army, all of my stats are deactivated during the jump, as I've lost my Outer Territories. And my opponents can pull 30 MIL. How do I survive this turn? An interesting challenge...

Oh thats right, your stats are deactivated.:smallsmile:

If it makes you feel better, I have one less MIL to send this turn.

ArcaneStomper
2013-01-30, 09:44 PM
Well, here goes my plan to cause another Drone Event :smallsigh:

Never said anyone had to stick by what they negotiated. Especially the NPCs. :smalltongue:

Also I will point this out. Everyone who currently has inner deck territories is going to get some of their stats shut down. Unless you specifically put your stats in the outer decks, which most people didn't, then I am going to go by a straight proportion of how much of your stat cap the inner decks make up.


Oh thats right, your stats are deactivated.:smallsmile:

If it makes you feel better, I have one less MIL to send this turn.


Actually you have two less. I made a mistake in your actual stats. You'll see if you see how much I put down as actual gain and loss.

Thelonius
2013-01-30, 09:46 PM
If it makes you feel better, I have one less MIL to send this turn.

That makes me feel horrible. I knew you wouldn't lose much, but I hoped your losses wouldn't be completely negligible. Those Green Star Drones are terrible shots.

Edit:

Okay, statistically, my troops were getting shot by the Drones, more then they shot Steel Clans and Terrarians individually. Those green buggers clearly dislike me.

ArcaneStomper
2013-01-30, 09:48 PM
That makes me feel horrible. I knew you wouldn't lose much, but I hoped your losses wouldn't be completely negligible. Those Green Star Drones are terrible shots.

It's actually because the Terranian hired a bunch of meat shield mercenaries to take their losses for them. Which is fairly public knowledge.

Thelonius
2013-01-30, 09:50 PM
Ah, I see. That makes sense. Also, curses, you Expendables!

Nemesis67
2013-01-30, 10:38 PM
Never said anyone had to stick by what they negotiated. Especially the NPCs. :smalltongue:

Also I will point this out. Everyone who currently has inner deck territories is going to get some of their stats shut down. Unless you specifically put your stats in the outer decks, which most people didn't, then I am going to go by a straight proportion of how much of your stat cap the inner decks make up.

Actually you have two less. I made a mistake in your actual stats. You'll see if you see how much I put down as actual gain and loss.

Oh dear... Even if we started with only Outer Deck territories? That is unfortunate.

ArcaneStomper
2013-01-30, 10:45 PM
Oh dear... Even if we started with only Outer Deck territories? That is unfortunate.

Well you have been expanding since then. And there wasn't a whole lot of room to expand in the starting outer decks.

I'll try to fit it into which stats you would logically have built there, but I haven't really been tracking that since no one has specified.

Forum Explorer
2013-01-31, 12:24 AM
Well I can make the case for which of my stats are where. Still an even distribution, just a bunch of my orders place my a certain stats on the outer hull.

Thelonius
2013-02-03, 07:42 AM
When will we be having a new turn?

ArcaneStomper
2013-02-03, 02:04 PM
Well the EoT is next Friday, the 8th. I put no guarantees on when the next turn will be.

Thelonius
2013-02-03, 02:14 PM
:smallsigh:, the wait is long. All my plans are already laid out.

oblivion6
2013-02-03, 02:19 PM
:smallsigh:, the wait is long. All my plans are already laid out.

It's the same for me in just about every game. With the exception of Broken City when you change our plans at the very last second.:smalltongue:

ArcaneStomper
2013-02-03, 02:19 PM
I only put up the turn on Wednesday. I think a full week at least is needed for a turn. And having an EoT on Wednesday instead of Friday tends to not work out.

daelrog
2013-02-05, 12:27 PM
Question for the EoT: So I have three territories currently, two of which are Inner Deck, which means that 2/3 of my stats aren't usable. However, when calculating this, do I round up or down?

For example, if I have a stat that is a total of 4, can I use 1 or 2 of it? What if the stat has 5 total?

ArcaneStomper
2013-02-05, 03:01 PM
1 and 2 respectively.

oblivion6
2013-02-05, 05:52 PM
In relation to that, All my stats are usable? I have 1.5 inner deck territories certainly but I don't recall getting any stats from 'em.

ArcaneStomper
2013-02-05, 05:55 PM
All the stats that you got after you acquired the territory are subject to it. Just because you did not specifically get them from there doesn't mean your people didn't put them there.

Thelonius
2013-02-05, 06:33 PM
Question for the EoT: So I have three territories currently, two of which are Inner Deck, which means that 2/3 of my stats aren't usable. However, when calculating this, do I round up or down?

That's not how it works. Outer Deck territory holds 5 Stats. You can use 5 stat points, not 1/3 of your stat points.

ArcaneStomper
2013-02-05, 06:38 PM
Actually I have thought about it some more and have changed my mind.

Having the inner decks shut down is just a bit too complicated in terms of bookkeeping to be worthwhile. Plus I think as a penalty it is a bit harsh. And since it has of yet not affected anyone I am simple going to remove it from the game.

Of course that makes inner decks much too powerful with their most major drawback removed so I am going to tone them down as well. I will reduce the node limit to 2/territory, I would take it down to 1 but people have been building nodes with the 3 limit in mind. I will also change the stat cap. I'm thinking 20-30 total instead of 10 of each.

If you guys have other ideas for how to differentiate types of territories I am willing to hear them. I think doing so is a good idea, even if I did not do the best implementation this game. I probably won't implement anything you guys say this game, unless it's just an amazing idea, but I fully intend to run more games in this setting after this one ends. That's why the rules have a version number.

razovor
2013-02-05, 07:15 PM
I probably won't implement anything you guys say this game, unless it's just an amazing idea, but I fully intend to run more games in this setting after this one ends.

Is there the possibility for actions in this game to affect future games, or will the games be spread out far enough across the universe that they won't be connected?

ArcaneStomper
2013-02-05, 08:47 PM
I plan for each game to occur on a different Star Whale, so probably not directly.

I may use fluff from the various races to make NPCs or the species that are encountered thought.

Forum Explorer
2013-02-05, 11:10 PM
Actually I have thought about it some more and have changed my mind.

Having the inner decks shut down is just a bit too complicated in terms of bookkeeping to be worthwhile. Plus I think as a penalty it is a bit harsh. And since it has of yet not affected anyone I am simple going to remove it from the game.

Of course that makes inner decks much too powerful with their most major drawback removed so I am going to tone them down as well. I will reduce the node limit to 2/territory, I would take it down to 1 but people have been building nodes with the 3 limit in mind. I will also change the stat cap. I'm thinking 20-30 total instead of 10 of each.

If you guys have other ideas for how to differentiate types of territories I am willing to hear them. I think doing so is a good idea, even if I did not do the best implementation this game. I probably won't implement anything you guys say this game, unless it's just an amazing idea, but I fully intend to run more games in this setting after this one ends. That's why the rules have a version number.

I think you should buff the stat points in the outer shell as well. Just increase their stat cap.

ArcaneStomper
2013-02-05, 11:57 PM
I think you should buff the stat points in the outer shell as well. Just increase their stat cap.

Why? It seems fine to me.

daelrog
2013-02-06, 12:08 AM
Hey Oblivion, I'm cool with keeping our deal despite the rule change this turn.

oblivion6
2013-02-06, 12:13 AM
Thats good. I was going to send 'em anyways. I never considered the fact that you may not need them.:smalltongue:

Forum Explorer
2013-02-06, 12:41 AM
Why? It seems fine to me.

Well if the Inner decks are getting a big buff since they won't get disabled anymore I figured buffer the outer shell would be appropriate.

Thelonius
2013-02-06, 03:37 AM
I think it would be fair - maybe make it this 20-30 stats cap per faction and have Outer Decks give +2 to stat cap, while Inner Decks give +1.

razovor
2013-02-06, 03:55 AM
Considering my cap is currently 60, and my stats are under half that, I don't see the need for a higher cap on outer deck territories. My cap's going up by 10 per turn, and I don't see that changing for a quite a few turns.

ArcaneStomper
2013-02-06, 08:39 AM
I guess I wasn't clear. I am going to change the cap of the inner territories which currently give 10 to every stat, to 20-30 total. They are getting toned down because of removing the deactivation. I don't see any reason to mess with the outer decks since they seem to be fine as they are.

Nyna
2013-02-06, 11:29 AM
You could consider having the nodes shut down during jumps though. This would keep resource gain on par with how it is now, and make having 3 nodes per inner deck a bit less efficient. I still think that each inner deck territory should be valuable (3 nodes each makes them much more enticing than 2) as they're a good way to ignite conflict among the players, yet they aren't so strong that you can't get by without them, provided they shut down on jumps. This would be pretty easy to manage by comparison to shutting down all stats in the inner decks, and would allow players in the inner decks to still play, which can't be a bad thing.

Combining this with a nerf to stat caps in inner deck regions (20-30 sounds reasonable to me, with 30 being a bit on the high end for a single territory) sounds like it would keep things working well.

razovor
2013-02-06, 11:41 AM
Does increasing the node limit by one have that much of an effect?

A node is effectively a single completely flexible stat point, which is perhaps as useful as ...two non-flexible stat points? I'm not sure if that's a bit too high.

Thelonius
2013-02-06, 11:48 AM
I do agree Nodes need to shut down - people can't trade during the jumps, so the Nodes shouldn't function as well. Then again trading can net you an artifact.

ArcaneStomper
2013-02-06, 12:18 PM
The nodes do shut down during jumps. At least that was my intent, I apologize if that wasn't clear.

As for the node limit itself, that is open to discussion.

Nyna
2013-02-06, 01:52 PM
Well, think of this way. If you limit each inner deck territory to 2 nodes, then if you hold say, 5 territories, you have 10 flexible stat points a turn. If you limit it to 3 nodes, you have 15 flexible stat points. That adds up really, really fast, as you can see. And unlike normal stat points, you can stockpile trade goods for later use. It basically makes players keep an eye out for people who hold large swathes of inner deck territory, as they can quickly amass a large number of trade goods and convert them all in at once for a massive military push, for example.

Forcing this income to be lost during jumps helps keep it from getting completely out of hand, depending upon how frequent jumps are, and since it's a static resource that you have to invest in to actually construct, there is some risk involved in node construction, since it would be a waste to build a node only to lose the territory and benefit your conqueror.

Keep in mind that outer deck players have Harvesters to counteract Nodes. Harvesters are considerably better, but are easier to attack and destroy (since they're out in space away from the Green Star, though you're not actually supposed to attack them, according to the initial description of the game) and more expensive to produce. They also require docks. Harvesters can also be upgraded (and we can research the tech to do so right away) unlike nodes, which, at least according to the initial tech tree, cannot be improved. I'm sure there's a way to do so, but then, upgrading your nodes just makes them a bigger target once people find out.

Anyways, I got a bit sidetracked, but my main point is that limiting the territory to 2 nodes rather than 3 definitely changes the game. Which one is better is up in the air. If I'm voting based on what benefits me the most, then 2 nodes all the way; I have no inner deck territory. Ignoring my obvious bias, though, I can see an argument for both, but 3 nodes probably increases the value of the territory and makes people more likely to fight over them, which I think is the goal of the inner decks anyways.

razovor
2013-02-06, 06:22 PM
I don't see flexibility as that good of a thing. Or even particularly good at all. It makes them slightly more powerful, but not enough to compensate for nodes being offline during a jump.

Whether we have two or three nodes per territory, I'll be building my nodes last, after my stat cap is full. I rate one stat point, above one node.

Nyna
2013-02-06, 07:35 PM
And maybe that's how you view it, but then, Harvesters are also technically offline during a jump (and the turn before it too), yet they're still useful. Don't underestimate the benefit of trade goods. Nothing says 'SURPRISE' like suddenly increasing your military by 15 for a turn and invading your opponent's key locations. If I can take out all of those permanent stat points you invested in by spending a bunch of trade goods on Espionage, I'll count that as a win. I still have my node, and you have no stat points.

Also, it's an investment of sorts. Think of this way: once you build those nodes, they'll constantly generate trade goods equal to a stat point, right? But you can put those into any stat you want, trade them with other players, whatever you want, and you don't have to do anything other than hold the territory to use 'em. Sure, there's a slight downside as you don't get their profit during jump downtime, but compared to the versatility, I don't really see that as a significant problem.

But this is all just a style thing. I approve of the idea of being able to turn say, Research into Military into Economy basically on a whim. Versatility is excellent for catching people off guard. I can completely understand wanting the permanent stat points too, though. I mean, that's what I'm doing this game anyways, since I don't have nodes available to me in the first place. :smalltongue:

Ragnar Lodbroke
2013-02-07, 09:30 AM
Daelrog, you are right. I'm posting from a phone this week (I'm away and with no Internet); so I forgot to do that.

The post is edited, and I'm playing as the Genova Nova Survivors.

Gunther
2013-02-08, 01:33 AM
As an advanced warning my EOT won't come in until a bit later in the evening/day tomorrow.

But I'll get it in ASAP-- I just have college stuff to worry about first. ^^

oblivion6
2013-02-08, 10:42 PM
Thats awfully bold of you Gunther.:smalltongue: Might I suggest we wait until next turn before calling the entire Green Star upon us?

ArcaneStomper
2013-02-08, 10:50 PM
The Green Star is fine with sending more strikeforces when requested.

It's happy when the test subjects/pets/parasites walk into it's experiments/games/pest control like that.

Edit: Just to make it clear you can't goad the Green Star into sending a strikeforce. It doesn't get angry. But it's limits are clearly stated, and if you want you can always deliberately exceed them.

Gunther
2013-02-09, 01:06 AM
Thats awfully bold of you Gunther.:smalltongue: Might I suggest we wait until next turn before calling the entire Green Star upon us?


The Green Star is fine with sending more strikeforces when requested.

It's happy when the test subjects/pets/parasites walk into it's experiments/games/pest control like that.

Edit: Just to make it clear you can't goad the Green Star into sending a strikeforce. It doesn't get angry. But it's limits are clearly stated, and if you want you can always deliberately exceed them.

Hahaha, I thought as such.

But nah. Right now I'm just exercising my RP muscles and letting the Warchief do some grandstanding.

Thelonius
2013-02-10, 05:42 AM
We are sending our EoTs in, right?

ArcaneStomper
2013-02-10, 03:15 PM
Well you should be. I've only gotten 7 so far though.

Thelonius
2013-02-10, 03:19 PM
Mine as well?

ArcaneStomper
2013-02-10, 03:21 PM
I've gotten one from the PIMC, the Church, the Terranian Company, the Steel Clans, the Wampeys, the Hyish, and the Gith.

ArcaneStomper
2013-02-12, 11:19 PM
Alright I am going to start work on the EoTs. I hope to get the new turn up in a few days.

I am still missing EoTs from the Kiir and the Deep Trolls so get those in if you are going to.

To alleviate the fact that I am taking a while I am going to post an event for people to react to tomorrow morning. It won't really have much to it, but hopefully it will give you guys something to do.

daelrog
2013-02-16, 09:43 PM
I'll try to get something written up later today for those extra trade goods.

ArcaneStomper
2013-02-17, 03:15 AM
Update on the game. Basically right after I posted the IC event I got busy with my job and my free time got cut down. I still intend to process the EoTs by tomorrow or Monday, but we shall see how long it takes me.

ArcaneStomper
2013-02-18, 09:09 PM
I am about halfway done and hope to be finished tomorrow. "Hope" because I am not feeling too good and am hoping that I don't come down with something nastier.

Anyway while you wait I would like some feedback about the game. What do you guys like, what don't you like. What would you want changed or added. How can I improve the game?

Other than speeding up the EoTs. I know I'm doing terrible there, but I don't really know how to speed them up. It's not a matter of speeding up the actual processing, it usually only takes me 3-4 hours. It's that I don't have enough free time to do them in.

ArcaneStomper
2013-02-21, 12:01 AM
Ok it's taking way too long for me to run this turn. It's not the EoTs or even the complexity of the plans. It's that I got a new project at work and am being distracted by it. (Or possibly the game is distracting me from work depending on how you look at it.)

So I have decided to do something kind of drastic. I will not process the EoTs. Instead I will leave it up to you guys.

Here is how it is going to work.

For every four points you invested in a stat you will get one point of that stat. Trying to capture a territory with a stat will count as investing for this purpose.

Everyone who attempted to salvage gains 2 points of destroyed mil which they can repair.

Everyone who researched keep track of how much you did and add it to next EoT with a 25% bonus.

If I have not covered an action you did here or you or not satisfied tell me and I will run your EoT individually. Unless I misread something I don't think anyone attacked anyway else this turn so that shouldn't be a problem.

I really apologize for this guys and will try not to let it happen again.

Alternatively I can do this turn normally, but I don't really know when that will happen. By this weekend I hope, but well I haven't done a good job of predicting that so far.

Ragnar Lodbroke
2013-02-21, 09:47 AM
Ok; when done, do you want me to send you the report? So you can make the public thingy in the IC.


I'll do it later.