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2013-01-10, 10:21 PM
Total War Colony Ship

The Colony Ship Endeavor is 40 years into its mission to go to Alpha Centauri and establish a human colony there. Although there had been some rough spots, the mission had gone fairly well up until now, with the majority of the vessels inhabitants getting along. That is, until recently. Last year an insurgent group calling them the red suns had sprung up on the ship. Although Captain John Ramirez took action to stop them most didnít consider them too big a concern, after all, it was only a matter of time until the captain caught them. This line of thought prevailed right up to the point where the captain was found dead in his quarters. With that the ship started to panic, which only got worse as the new captain started using draconian tactics in order to fight the insurgents. This continued until 1 week ago, where the people of the Endeavor finally said that enough is enough, and stopped following the captainís orders and becoming de-facto independent factions. Even the factions that still liked the captain were forced to fend for themselves as the captain had no means to access them even had he wanted to help. With the split old grudges came back into play, and everyone started suspecting everyone else. With this, the Endeavor descended into Total War.


1957: Sputnik becomes the first satellite to orbit the earth
1961: Yuri Gagarin becomes the first man in space
1969: The Apollo 11 Mission puts men on the moon
1991: The Cold War ends with the dissolution of the USSR
2015: First manned mission to Mars. Further missions postponed indefinitely due to the expense.
2020: Construction begins on a permanent research base on the moon.
2025: the UN makes changes to the Outer Space Treaty at American Prompting to allow for the use of nuclear powered spaceships, as long as precautions are taken such that they cannot be modified into weapons easily. Within days the USA has resurrected its research into the Orion Drive. {insert link: http://en.wikipedia.org/wiki/Orion_drive}
2027: Construction of lunar base finishes
2031: the USA tests its first Orion Spacecraft. Having been assembled in orbit it successfully makes its test flight around the solar system. It promises to greatly open up space for man.
2033: The asteroid 1036 Ganymed is redirected to take it into earth orbit. Although it will take a large amount of time to arrive it is seen as a good long term investment.
2035: Fusion power is perfected, solving earthís energy crisis.
2036: The moon base is expanded into a mining operation to harvest Helium3 for fusion reactors. With the profit margins for this being huge it expands quickly. Private companies also start showing more interest in space, having seen proof it can be profitable.
2040: using fusion power and the advanced of materials engineering several countries build railguns launchers to sent large amounts of cargo into space, allowing other countries to effectively compete with the USA in space exploration.
2042: the Mars colonization/terraforming effort begins, with the UN leading the effort.
2050: Moon base has expanded to the size of a small city , and has been taking steps to ensure self-sufficiency.
2069: 1036 Ganymed Arrives in a stable earth orbit. Construction begins on a space elevator, linking to Brazil.
2070 Ė 2100: Missions are sent to the gas giants to begin setting up He3 collecting/mining operations. Although some difficulty is encountered small colonies begin to pop up on the gas giantís moons. Additionally several other space elevators have been established.
2120: Mars is sufficiently terraformed that one may walk outside without any protective gear. While nowhere close to earth in terms of habitability this is taken as a sign of success, and colonists flock to mars.
2120 Ė 2240: The planet Venus, some areas of Mercury, as well as the moons of the gas giant are colonized and terraformed.
2290: Earth engages in a nuclear war, devastating the planet. Although some nations survive the power of humanity is no longer concentrated on earth.
2330 - 2338: The colonies try to claim independence from Earth. Although devastated earth still has enough weaponry to make it a devastating war, which results in the partial irradiation of Mars, and the complete reversal of Venusí terraforming.
2350: A planet in Alpha Centauri is found to be habitable. Given that Humanity is worried about its future after the massive nuclear war that they just fought it is decided that in order to safeguard the future of the species they will send a colony ship there.
2375: The colony ship Endeavour launches. It should reach the target in about 80 years traveling at 5%c.
2415: Game start (40 years into the mission)

General Description of TW

TW is a turn based, semi-freeform strategy game, where players compete against NPCs and each other to become the dominant power. More information can be found in the links below
TW Wiki (http://totalwar-mechanicsrepository.wikispaces.com/)

TW central thread III (http://www.giantitp.com/forums/showthread.php?t=264132)

Special Rules

Logistics Rules

1. This Game uses well defined territories. You can only attack territories not adjacent to your own if you either have permission to move through the intervening territories or are willing to force your way through.

2. The spaceshipís inhabitable area is cylindrical, and as such the map loops top to bottom. It does not loop left to right.

3. Every regular territory gives +1 Economy and +1 random stat to whoever controls it. Special territories give different bonuses.
Special Territories
{table]Territory Name|Description|Territory Stats
AI Core| This location houses the AI faction on the ship, and also houses the maintenance and construction facilities it uses to maintain the ship. | +5 Research, +5 Economy
Bridge| This location houses the command and control systems for the spaceship. While partially symbolic given how automated the ship is, it does house some of the security systems that havenít been disabled by the fighting | +2 ESP, +1 Military, +1 Morale
Shipís Hospital| This houses both the most important medical facility on the ship, as well as the medical research facilities. | +2 research, +1 Economy, Trait: [Medical research]: Due to the equipment at your disposal you can cure diseases almost as they happen. This causes you to be immune to disease outbreaks.
Hangers| These contain the shuttlecraft that are designed to carry supplies down to the eventual colonization point of the ship. |+1 Econ, +1 Random trait: [shuttles]: the shuttlecraft in your possession allow you to quickly evacuate your personnel in the event of depressurization or life support failure, reducing losses.
Rail Hub| Rail is the primary way to get around the Endeavor, however the trains are all controlled from a central hub. Should someone control the hub their forces would have great mobility | +3 economy, trait: [rail hub]: Access to the trains allows your faction to bypass regular movement rules and attack anywhere on the map.
Engineering| A large number of the shipís manufacturing resources as well as technical personnel are in this area of the ship. It also has facilities responsible for producing maintenance drones, as well as controlling them. While they are still automated the priority of your territories can be set higher than others. | +3 Econ, +2 research, trait: [Maintenance Drones]: can automatically repair one depressurized zone per turn without resource expenditure.

5. The location of your stats is important for random events, Espionage actions as well as combat. You must decide where your economy, espionage, military, and research are located. This is for the purposes of determining losses. For instance if you put all of your non-territory stats in a central location it will be very well defended from military attack, however if someone were to send their ESP to depressurize the zone you would take a lot of losses. Territory bonuses are always stuck in their territory. While they can be used as normal, they will still be lost should the territory they are tied to is lost.

6. VIPs have no set location unless the action they are helping with requires them to be in a specific location. This is due to the fact that they can be evacuated quickly enough to ignore most random events and major military actions unless they choose to stay.

7. Your stats can be moved around every EOT. They can be moved anywhere they have a path to.

8. If you wish to use ESP to find out someone's stat location then PM me before EOT and I will subtract the ESP before the EOT and send you results.

9. The distance between two stats working together has NO EFFECT on the effectiveness of the project. two labs on opposite sides of the ship function just as well as two labs right next to each other.

Examples of what is an acceptable target for military.
Situation 1: 10 military in territory G4. using it to attack all green territories is acceptable.

Situation 2: 5 military in territory G4, 5 in terriroty B4. green territory is acceptable for the military located in G7 to attack, red the territory the military in B7 can attack.

Note how in situation 2 there is absolutely no situation where the military in one territory can support the military in the other. If you get your territory cut in half you have a great deal of trouble, as you have to spend a turn reuniting your people, which the enemy could easily use to conquor stuff.

Military Rules

1. The military forces already stationed in the territory under attack will get a decent bonus to their defensive value.
2. unless they are also under attack military forces in other territories will attempt to aid in the defense, with penalties proportional to distance.
3. If you order your military to attack someone and are subsequently attacked by someone one of two things will happen.
a) If they attack the territory the your military is attacking from the attack will be canceled and the forces will solely work on defending unless you specify different orders in a contingency.
b) If your army is in a different territory than the one attacked then the attack will continue as originally planned, and the army will be of no use to your defensive forces. Again, unless specified otherwise.

Territory Transfer

note: while other stats may be used to help the takeover the types are classified by the primary stat/strategy to get them to revolt.

1. Morale Takeover: In essence this takeover is convincing the people in a district that they would be happier/better off under your rule than under their current government. The transfer will be mostly peaceful, given that by the point this happens the people are already yours in all but name. In this case the Vast Majority of the stats located in the territory in question will join the faction that initiated the takeover, with only a very small portion leaving to continue aiding the faction that lost the territory. It is not inconceivable that if the rolls go well (and/or the territory had only a small number of stats) that every stat point will join the initiating faction.

2. Espionage Takeover: Basically you have your spies bribe, blackmail and murder their way into power in the territory in question. When the takeover actually occurs it will look externally (aka. to all factions except you, the faction you took the territory from, and anyone who pays the ESP cost to investigate the issue after the fact) like a morale takeover, and will be announced as such. Results of this vary greatly based on die rolls, as well as the morale/reputation of the enemy. In an incredibly well executed takeover it will keep as many stats as a morale takeover. An incredibly badly executed espionage takeover the majority of the other factions stats will evacuate, and remain in the other factions hands.

3. Military takeover: Conquer your enemies. No matter the success of the war effort the entirety of any military stats in conquered territories will be destroyed, along with significant espionage assets. In the event that the battle is relatively quick and/or unopposed many enemy stats will be captured and available for use to the attacker. In the event that the battle is highly fought (without decompression) the vast majority of stats that are in the territory will be destroyed, with minimal amount of stats being captured intact.

4. Decompression: While not strictly speaking a territory transfer decompression bears mentioning here. In an area that has large amounts of military force colliding there is a chance of decompression that goes up with the number of military stats participating. This is a catastrophic outcome, with the majority of stats in the area being killed, the remaining stats stationed there being evacuated to the defender. Due to the catastrophic life support failure that occurred the territory is uninhabitable until repaired. It is owned by no one, and cannot be moved through in order to gain a path to an enemy. While it is alive the AI will eventually repair decompressed territory, however if a player doesn't feel like waiting (or the AI is dead) they can invest resources to repair the territory.

1. Heavy fighting in an area has the chance of depressurizing the area, making it uninhabitable until it gets fixed. If no faction puts in resources the shipís AI will fix in a bit.

2. Random events will happen to randomly selected territories across the ship. These will generally be negative, and decrease the effectiveness of stats located in that area. In extreme cases it may even force a territory to be abandoned. Killing off the AI will cause random events to happen more often, and take more effort to fix.

3. Assassination is risky and difficult, more so than other espionage actions that you might take. Take this into account when preparing for one.

4. VIP rules: Each faction starts with 3. Each VIP has 3 stat points divided across two stats. They also have a personal security value that starts at 2. This is added to D.ESP in any actions specific to the VIP (ex. defend against assassination). If an assassination fails and is detected personal security will increase. It will also increase in the event that the VIP is wounded in an assassination attempt.

Things players should be aware of

GMs: Hydroplatypus, Gunther

1. The captain has approximately 50% more stat points than a PC. He is powerful at the start. Watch out for that.

2. The AI has approximately the same starting stats as the PCs. It will however remain mostly neutral unless someone is causing excessive damage to the Endeavor, or if it is attacked. It does however sit on the AI core, which would be a great boost to anyone who could defeat it. However it is also responsible for repairing the ship, and killing it would make random events more difficult to deal with, depressurized areas won't repair on their own, and the faction that does so may well piss off a lot of people by killing the AI.

3. The insurgents have the same starting stats as a PC

4. All other NPCs have fewer stats than the PCs. Between 40% and 80% of PC stats depending on who the NPC is.

Major NPCs

The Captain's Loyalists

Although technically called the crew of the endeavor, the crew that remained loyal have taken to calling themselves loyalists, to differentiate themselves from the crew that defected. The remain loyal to captain Robert Markham, despite (or in some cases because of) the draconian measures that he has taken to crush the insurgency, and still believe him to be the best option for progress aboard the Endeavor. Very well equipped they represent the single most powerful faction on the Endeavor at the moment.

Starting Stats

note: the captain has 50% more stat points than the PC factions.
Military: Extremely High, the captain's security forces raided the ships armory shortly before the revolt, and have access to a fair number of the ships systems from the bridge. This makes them a very potent military force.
Espionage: High, the captain has access to some of the security systems aboard the ship, as well as a good chunk of the investigators and "special forces" officers on-board the ship. he is generally aware of what is going on.
Economy: medium, although he has many loyal people onboard that would be willing to support him, the difficulties of moving supplies through other faction's territory means that he controls only an average amount of resources.
Research: Low, the captain was generally content to leave research to the AI, and to civilians. He has come to regret this decision, as he now has few competent scientists.
Morale: Very High, All of the elements that were dissatisfied with his performance have already left for other factions, leaving only those with exceptional loyalty.
Reputation: Mild negative, The draconian punishments have made the captains personnel viewed in a bad light by the majority of the Endeavor. However there are enough closet loyalists that this is somewhat balanced out.


Captain Robert Markham: Mil 2, Rep: -1 Captain Robert Markham took over after the death of his predecessor. He has since instituted draconian tactics in order to crush the insurgency, a plan that backfired spectacularly, with the majority of the ship in open rebellion. He is however a competent military commander, and should not be underestimated.

First Officer Calvin Luther: Economy 2, Morale: 1, Calvin Luther was promoted to the first officer position for his skills, which fill in for the glaring holes in Robertís skillset. Namely managing the civilians on the ship. And he certainly has had his work cut out for him, given what the captain insisted on doing. At this point he considers himself as damage control, not having time for anything proactive.

Agent Joseph: ESP: 2, Mil 1, Originally a criminal, Joseph eventually decided to go legit, and do largely the same type of work as he did before, except without the warrants for his arrest. He is the Captains best spy, and occasional assassin when necessary.

Starting territory: Bridge


Although technically named Jarvis, the AI has found it simpler to respond when someone says AI. as such few people on the ship even remember its name. It generally tries to remain neutral in the conflicts on the Endeavor, unless a conflict gets too destructive, or it is directly threatened. It is however not someone to be trifled with.

Starting Stats

note: the AI has slightly more stats than PC factions.

Military: Very High, While maintenance drones might not be the ideal soldier the AI has a ton of them. Furthermore it has control over many of the ships systems - gravity, life support, fire suppression, life support - allowing it to turn any fight into a quagmire.
Espionage: None, The AI has privacy measures installed, so that unless there is an emergency it has to delete whatever private information it receives.
Economy: moderate, While the AI has control of a large amount of manufacturing most of it is necessary for the maintenance of the ship. As such, it has only a modest amount for discretionary purposes.
Research: High, It's an AI, did you expect it to be dumb?
Morale: Very High, given it has only one member of its faction, the AI has no loyalty issues.
Reputation: none, the AI tries to stay in the background. Few think of it unless something breaks, and then it it mainly about when it will get fixed. Few are aware of the potential capabilities of the AI.
[anti gravity programming]: the AI ignores the effects of gravity failure
[null gravity environment]: the AI prefers the AI core to be in a 0-gravity environment, as this helps with some of its manufacturing processes


The AI: Research: 3, Economy: 3, Although technically named Jarvis, most just refer the the shipís AI as AI. It doesnít mind and it keeps everything simple. It generally concerns itself with running the ship, not interfering with internal disputes unless provoked, or the parties involved pose a threat to the running of the ship.
trait: [antivirus software]: the AI has some of the best antivirus software available. This makes assassinating it more difficult than it would be for most VIPs.

starting location: AI Core

Red Dawn Insurgents

The Red Dawn is an organization of insurgents that popped up recently, and is responsible for the current mess that is the Endeavor. They preach an anarchist message, arguing that the new world should be one free from the chains of government. They have a cell structure, with the individual cells having little contact with each other.

Starting Stats

Military: High, Although not the greatest quality they have had a great deal of "aggressive recruitment" recently, which gives them a large supply of warm bodies to throw at their enemies.
Espionage: High, they managed to evade the security for a year. They have gotten very good at working discreetly.
Economy: medium-low, they have only a small amount of resources, given that the security crews had more success than they knew in hitting resource stockpiles.
Research: Low The Red Dawn views research as unimportant relative to their political goals.
Morale: medium, The red dawn is doing fairly well, but worry about their future somewhat.
Rep: mild negative, they are insurgents, however many have seen the mass defection as a sign that they are supported.


Carlos Hanson: ESP: 2, Mil: 1 The leader of Red Dawn, Carlos has done a superb job of both causing destruction, and making sure his people remain out of prison.

Shannon Roche: ESP: 2, Rep: -1 The head of Cobra cell, Shannon is the best spymaster that Red Dawn has. Her cell has by far the lowest capture rate, and is considered the greatest asset Red Dawn has.

Olivia Brown: Mil: 2, Rep -1 Head of Lion cell, Olivia leads the largest military cell in Red Dawn. She has a reputation for striking quickly, and eliminating forces many times her size. She is truly a terror on the battlefield.


turn 1

turn 2
see turn 1

turn 3

note: several rules have been either updated of slightly modifed from the recruitment thread. This is largely to keep them updated to what I said in the course of that thread.

2013-01-10, 10:22 PM
List of Public Stats {not updated to turn 3 yet}

Captain's Loyalists|9|9|-3
Diamond Circle|8|8|-3
Red Dawn|5|5|-5
Knightly Order|5|8|3
Merchant's Society|5|5|3
Mitsuharu Academy|8|8|4


Minor NPCs
Medical Association|4|4|2
Corporal Jenkins|5|5|-1
Workers Union|6|8|1
Republic of York|6|9|2
Pilots (D2)|3|3|0
Transportation Commission|7|7|0
Ace's Association|2|2|0
Mason Corporation|5|5|4
Police Recruits|4|4|0


EOT every 2 weeks

Next EOT Due: March 22nd
Do people want it sooner? If so send me a PM/Postin in OOC

2013-01-11, 05:24 AM

On earth, Castle is a mercenary organisation, known for their brutal methods and ruthless disregard for human life. Their business has earned them a very nice profit, allowing them the freedom to invest in whatever takes their fancy. The Endeavour was one of these fancies.

Castle provided a fair portion of the Endeavours funding, on the condition they were allowed to send one of their own mercenary divisions to ensure the vessels safety.

Their time aboard the vessel has only served to further ruin their appearance in the eyes of the other inhabitants. Though formally subordinate to the captain, they only really ever appeased him, going about their own business as they pleased, and seeking contracts on the side.

Now, with the dissolution of the command structure, they have struck out, seizing the territories around their barracks in an unnecessarily bloody assault.

Cephas is the leader of Castle's operations aboard the Endeavour.

Epaphras is second in command aboard the Endeavour. While Cephas leads from afar, Epaphras fights alongside the troops, leading from the front lines. He is incredibly skilled in combat, and operates as Castle's training officer, keeping the men fit and orderly with ruthless efficiency.


Hair white, and badly maintained. Body well muscled, but thin. Clothes of good make, but scruffy. Nearly always wears a suit of flexible black power armour. Wields a variety of light weapons.

Obsessively hard-working. Can not tolerate laziness. Rarely displays emotion. Shows a distinct lack of empathy. Kills for the challenge.

Lydia: Commander of the Bastion; Castles armoured tank

Territory: C3, C4, D3, D4

2013-01-11, 05:28 AM
The Illustrious Knightly Order

Faction Description/History
The Illustrious Knightly Order began in 2332 during the hight of the war. Various wealth and politicly non-involved persons both from Earth and the colonies formed a quasi-secret society dedicated to protecting its members from the escalating conflict and having a good time while the world burned. After the war the bonds of friendship between its members endured. In 2343 the group grew tired of secret handshakes and diner parties and took on a medieval revivalist theme. Since The Illustrious Knightly Order was mostly an exclusive club for rich people many of them were able to afford to get onto the ship. Now the order is based around the hospital, pity they haven't found a way in yet.

Desired Stats
Military (Medium) The Illustrious Knightly Order has the best group of security guards money can buy, however not many members of their security team came with them onto the ship.
Espionage, (Medium-High) The Illustrious Knightly Order is a secret society, when they appear in public as members of The Illustrious Knightly Order they are wearing helmets and are completely unidentifiable. The Illustrious Knightly Order is incredibly good at several other aspects of secret societyhood but the fact that their skills were developed for fun and with no idea that they would have to be used in life or death situations means that they are not as effective as they could be.
Economy, (High) The Illustrious Knightly Order is comprised entirely of rich people who could afford to join the club.
Research (Low), No one knows what great scientists may be members of The Illustrious Knightly Order. Except for The Illustrious Knightly Order that is. The Illustrious Knightly Order knows that their scientists aren't very good.
Morale, (Medium) The bonds of friendship between Illustrious Knightly Order members are strong. They might not be that strong when people are shooting at them however.
Reputation (Medium-Low) The Illustrious Knightly Order is a prestigious club that is incredibly respected. Certainly no one thinks that they are a bunch of wealthy pricks who have never done a day of honest work in their lives.

VIPs (name, fluff, starting stats)
Vladimir Norris
Backstory: Vladimir was new recruit to The Illustrious Knightly Order when the colony ship took off. The rest of The Illustrious Knightly Order didn't know much about him. Unlike most o the order he took the medieval revivalist theme very seriously. He would address higher ranking members with a kneel and a "M'lord" and equally ranked members with a "howdy parter". He would show respect to women and children but challenge fellow men to duels if they "insulted his honor". This earned him quite a reputation on the ship. After 40 years The Illustrious Knightly Order has yet to figure much out about this mysterious cowboy/knight obsessed man.
Apparence:A cloaked helmeted man wearing a cowboy hat. He has two powerful semi-automatic pistols at his belt.
Stats: 2 Military, 1 reputation

"Prince" Jevohan Muhagard
Backstory: "Prince" Jevohan Muhagard was the first of The Illustrious Knightly Order to be born on the ship. His mother was Susanna Muhagard and his father was J'han Muhagard. His farther was a very influential Order member.Since he was the son of an important person people began calling him "prince". After his father died people continued to refer to him as "prince". Jevohan didn't really like The Illustrious Knightly Order and preferred do do scientific projects however since his father was a member he had to be one too.
Apparence: A skinny not-smiling male of 36 with black hair.
Stats: 2 research, 1 Moral

Susanna Muhagard
Backstory: Susanna Altroso married J'han Muhagard at the age of 20, right before J'han was going aboard the ship. Marrying a billionaire brought her a lot of money even if it meant needing to in her words "play castle" with J'han's friends. She despite her initial impressions she eventually grew to like The Illustrious Knightly Order, this was aided by them helping to take care of her son. After the death of her husband she wasn't very sad because she never really loved him. Now that chaos has broken our on the ship she is glad of her affiliation with The Illustrious Knightly Order.
Appearance: Plastic surgery keeps Susanna's appearance that of a 20 year old.
Stats: 2 wealth, 1 espionage

Starting territories.
A4 B4 B5 B6

2013-01-11, 12:07 PM

The end of the last war saw many horrors. But not all were as bad as they could have been. Were it not for Oracle, the Shadow organization, selling information to other factions, even greater disasters were averted.

Oracle does not care who triumphs, only that they survive, and that, when the cards are down, they are not surprised.

Oracle(Esp 2, Econ 1): To everyone she knows, Leana is your everyday average, superintelligent woman. She was the head of a massive Corporation on Earth, one of th efew to survive the armed conflicts that decimated that crippled world. But in her private quarters, among the secure datalinks and intranet access terminals, she is Oracle, Supreme Archon of the Oracle network.

Ghost(Esp 2, Mil 1): Ghost is the unnofficial head of the Oracle agent training program. She believes that even though there is no standing army for Oracle, her agents should be able to protect not only themselves, but Oracle herself.

Specter(Econ 2, Esp 1): Specter used to be a 'financial analyst.' Whatever that is. In truth, she used to take the money from very wealthy people, and turned it into even more money for herself. She got real good at it too. Good enough to be one of the first to buy a ticket on this ship in fact. Oracle learned about her, and used the information to... convince Specter to join the Oracle network.

Imperial Psycho
2013-01-11, 12:32 PM

Some of the first people selected for the journey, some of Earths best computer scientists, physicists and engineers. Many were involved in designing and constructing the ship. Some even in the AI Research. It was intended that they continue their research on the new world, and help develop solutions to any new problems.

However, they quickly formed an insular circle, shying away from ship politics in favour of their studies. When the crew split wide open, IQ didn't even really notice. Only thing that changed was that people started to see little drones, warning people away from a certain section of the ship.

Military: Low
Espionage: Above Average
Economy: Average
Research: V.High
Morale: Average
Reputation: Low

Dr Yuri Cristea: (2 Research, 1 Morale) Physicist, Engineer, and elitist, Yuri is the man that brought IQ together, or rather, apart from the other scientists. A rationalist and idealist, he believes humanity and science are inextricably linked, and that the future depends on science transcending human limits.

James Castarov: (2 Espionage, 1 Research) Computer scientist, hacker, whatever you want to call him. An expert at both making and breaking encryption, James was contracted to be involved with the creation of the ships AI. His contribution was fairly minor in the grand scheme of things, but he has a better understanding of the Artificial Intelligence than most.

Jacques Cooper: (2 Economy, 1 Research) Jacques is an Anglo-French Engineer, involved in the construction and maintenance of the Endeavour. He solves practical problems, and is the mastermind behind much of the actual construction work IQ does.

2013-01-11, 02:50 PM
The Collective

The Collective was originally created by millionaire genius James White, a scientist and software magnate. Originally created as a means for scientists to collaborate and share research and experiment results, it quickly spread into other areas of life for it's members. Seeing that they could only become more intelligent by expanding into more members, they began recruiting those around them into the collective, led by the forceful personality of James White. Persecuted by the inhabitants of earth and not willing to risk another nuclear war, the remnants of the White Collective left aboard the colony ship.

The collective is not as consuming as many believe, however. The members do retain a sense of individuality and a unique personality, but they also, in exchange for lending their knowledge and expertise to the Collective, get to access the knowledge and experience of all the other members, though this is quite difficult to do for extended periods of time.

White Prime: The current channel for the personality of James White. He is regarded as a font of wisdom, and is very charismatic and persuasive, almost a religious leader (though the collective is almost completely atheistic).
Stats: 2 mor, 1(+) rep

White 404: Occupying a unique position in the Collective, White 404's personal experiences are not accessible to most members of the Collective, as his specific area of expertise is considered too dangerous to allow to be used recklessly.
Stats: 2 esp, 1 mil

White Delta: Delta is the head of the research division of the Collective, chosen for his remarkably high IQ and memory capacity. He directs the scientists, parsing their experiment results and gathering data.
Stats: 2 res, 1 mor

MIL: Low. They are not actually particularly violent, preferring to politely recruit people, when possible. Volunteers work much better.

ESP: low. They don't really gather much information from outside their group, preferring to remain among their own.

Econ: Low. The collective lost much of their resources when they fled earth.

Research: High. Their scientists are able to share to collaborate more closely than any other, speeding up the process significantly

REP: mixed. Some people are afraid of them, stemming back to the Borg from the ancient show 'Star Trek,' and similar entities, however stories of people dealing with them and being quite polite counteract this fear somewhat.

Morale: Very High

2013-01-11, 04:57 PM
The Architects

Territory Claims: A6-A8, B7

Premise: Suspicious group of people manipulate their way onto the colony ship claiming to be its designers. For some reason, the original Captain decreed them allies of the ship, and allowed them to set up shop around the Engineering Bay. Over the past 40 years, they have mainly just wandered the ship saying that they were watching its automated systems, and had clearance from the Captain to do so. Since his death, they have taken martial action to prepare themselves for independence.

Military: High. The Architects have reprogrammed a large number of security mechs of the ships, in addition to arming themselves with high-tech weaponry they appear to have smuggled aboard the ship. While they may be few in number, their cutting edge equipment and highly drilled operatives make them a formidable threat.

Espionage: High. Whether they actually designed the ship or not, the Architects know every service corridor, program backdoor, and camera blind-spot on the craft. And due to their constant observation of the ship's processes for its entire 40 year journey, they rarely are noticed.

Economy: Average. The Architects have built up a sizable manufacturing base utilizing the components of the engineering wing of the ship. While they do not frequently trade with the other groups of the ship, they have previously kept the Captain supplied with necessities to continue the ship's functionalities.

Research: Low. While they claim to be engineers and scientists, the Architects are not actually competent in the field of development. They generally make up some excuse of not wishing to interfere with the ship's systems when pressured for proof, and slink off into the bowels of the ship.

Morale: Average. While the group has a cult-like following among the members who first boarded the colony ship 40 years ago, most of the actual ground soldiers are either new recruits from other factions, or new folk born into the fold. The zeal held by the veterans is not shared by them.

Reputation: Low, Feared. At first, the other residents of the ship showed the Architects much respect, believing they were the ones who designed the ship. But their constant presence and overall shiftiness quickly became grating, as did the favoritism showed to them by Captain Ramirez. They were left alone and ignored as best as could be done, considering their constant observation of the ships systems. The former Captain's support was what kept them tolerable, and his death brought up talks of wiping out the bastards once and for all. Then the first grand rally to consider such a possibility was vented into the vacuum thanks to a few well-placed explosives. And the Architects officially acknowledged that it was their doing and provided the necessary evidence. Now the rest of the inhabitants are understandably wary of the group.

"Chief Engineer" Shaan: (Esp 2, Mil 1) Shaan claims to be in charge of observing and repairing the automated systems of the ship. Since Captain Ramirez's death, it has come to light that he is in actuality an operative in command of the Architects sizable intelligence apparatus. A few inquisitive members of other factions have wound up dead because they've been looking into Architect affairs too closely, and Shaan is the one who pulled the trigger.

Lord Commander Vadir: (Mil 2, Rep -1) The apparent head of the Architect's, Vadir is a ruthless soldier who was rarely seen prior to the imposition of martial law. Since then, he has become a relatively public figure, arguing for a return to peace aboard the ship, for the sake of the preservation of humanity. He does seem to believe however that neither the new Captain nor the Red Dawn can be trusted in command of the ship, and has begun taking steps for the Architects to seize control.

Deacon Sarvas: (Mor 2, Rep +1) Sarvas is the representative of the Architects to the rest of the ship, being a charismatic speaker who knows how to electrify a crowd. Before the insurrection, he was primarily a recruiter of talent for the group, ensuring new life blood and connections for the faction. Nowadays, he fulfills the same role, but is able to be a bit more open about what the group actually is and the benefits given to members.

OOC Knowledge
If the inspiration isn't obvious, the Architects are based on the Freemasons / Illuminati / Templars of conspiracy theories. My secret-ish backstory is that the society was one of the major backers of the Alpha Centauri project, placing people on the ship to ensure their interests were protected on the new colony and to ensure the preservation and propagation of their order. The original Captain was an Architect who they had helped place in command, and my faction has effectively served as his secret police on the ship. They know the design and programming of the vessel because of their involvement in the funding and construction of the ship, even if they don't really understand the processes that are occuring. However, the new Captain is not affiliated with them and unaware of their true origins. So they have decided to take a more blatant approach to asserting their control.

2013-01-11, 06:09 PM
Faction Name: Mitsuharu Academy

Description: The Mitsuharu Academy was originally a large privately funded education facility with many branches located throughout East Asia. Many of their graduates were employed by the Academy for various research projects which the Academy then sold for additional profit. The Mitsuharu Academy continued this cycle for decades, quickly becoming a prestigious, wealthy organization in its own right.
However, national laws often prevented them from researching certain areas of science, and so, in the mid 2100s, the Mitsuharu Academy spent a massive amount of money and received a large amount of outside funding to construct an orbital research platform for their own research projects. They sold data from projects completed on the platform to their investors first and foremost, and by the 2200s, the Mitsuharu Academy's research platform was fully independent and owned by the Academy itself.
As additional branches of the Academy were constructed across the globe and on Mars, the Academy continued to be flooded with new talent and money. It is thanks to their widespread nature that they avoided much of the impact of the war on the nations of Earth, as much of their wealth and success was concentrated in orbit or on Mars, but the war was still devastating for their Earth branches. The Academy turned its focus on constructing new orbital research platforms and other space related projects. They soon became a leading developer in space-related technologies, and the Colonial Independence War led to massive profits from selling various technologies to both sides of the war. While the Academy certainly was not unscathed from the damage dealt to the colonies, the profit they made more than helped them to recover.
Still, many of their alumni were worried about the impact another, larger war could have. They voted to have the Academy invest money in the Endeavour Project to install a branch of the Academy onto the colony ship to expand their reach to Alpha Centauri and to help ensure that the Academy would not disappear if such a war were to occur. They installed cryogenic chambers in a portion of the ship to ensure that the bright young minds of their future leaders would survive the trip, while a specialized AI and scientific crew was sent along to monitor and maintain these chambers. They were, after all, experimental.
The scientists and engineers of the Academy are rather well liked across the ship for general helpfulness. The Mitsuharu Academy has always preferred to look out for everyone's well-being, and many of their researchers are also teachers. The Academy offered many free classes for children and teenagers during the past 40 years on the Endeavor, and many of these children joined their team during the relative peace.
With the recent split caused by the death of Captain John Ramirez, many of these children left to return to their previous factions, but some still remain, and the Academy remains well-liked despite the recent chaos. Still, with the unfortunate situation, the Academy has been forced to open up some of the cryogenic chambers to give themselves a true leader in this time of danger.
Military: Medium - While war has never been the Academy's focus, their fighters are usually equipped with the best of the best, and the recent awakening of Nori ensures that she'll never let their safety fall by the wayside.

Espionage: Low - The Academy has little use for spying or sabotage, preferring to live and let live.

Economy: Medium - While the Academy is traditionally an economic powerhouse, the branch installed on the Endeavor has dedicated much of its resources to the cryogenic chambers within their territory, and as such has lost some of its economic power.

Research: Very High - The Academy's call to fame. The Mitsuharu Academy came into being as a place of learning, and nearly all of its employees are scientists, engineers, or researchers of some sort.

Morale: High - The Academy is traditionally a rather tightknit community, and the recent chaos has done little to change this. Those that weren't particularly loyal to the Academy have already left, and those that are have remained, and while the chaos is worrisome, the mood among the people is quite good given the evident success of the cryogenic experiment.

Reputation: High, Positive - The Academy is quite well known across the Endeavor as a helpful organization. They aren't militarily powerful or threatening in any way, but their desire to teach the uneducated is strong and well meant, and many people across the ship recognize this and appreciate them for it.
Name: Yuma Mitsuharu
Age: 19
Description: Recently awoken from the cryogenic chambers, Yuma Mitsuharu is the daughter of the leader of the Academy back home. While leadership is not technically inherited within the Academy, the head of the Academy has always been a Mitsuharu, and Yuma was awoken to lead them through these difficult times. While she is not particularly brilliant, especially compared to many of the Academy's researchers, Yuma has a way with people and has quickly earned the trust of her people.

Stats: Reputation 2, Morale 1

Name: Nori Mitsuharu
Age: 20
Description: Nori Mitsuharu is a cousin of Yuma's and was also recently awoken from the chambers. Compared to her diplomatic cousin, Nori is aggressive and passionate. Her role is to ensure that the Academy and its interests are protected onboard the Endeavor, for diplomacy can only carry you so far without some sort of strength to back it up. At least, that is what she believes.

Stats: Military 2, Morale 1

Age: -
Description: The TRAVIES-K1A AI is the specialized AI brought onboard the Endeavor by the Mitsuharu Academy to monitor the cryogenic chambers. The AI has quickly proven to be adaptive and rapidly evolved to assist the Academy in other means, monitoring their research projects and ensuring that power and resource distribution across the Academy holdings is ideal. The TRAVIES AI is fully capable of communicating with the Academy residents, and monitors civilian activity as best it can to ensure an ideal environment for its people.

Stats: Research 2, Morale 1
Territories: G2, G3, G4, G5

Grimsage Matt
2013-01-12, 07:06 PM
Hello, this is the Grim. How may we solve/Create your medical emergency?

Based in A-3 and B-1 through 3, The grim are ye freindly medics/mad scientists with a biological focus. Was a part of the Terraforming effort on mars, and specalizes in creating new forms of DNA/Life to solve problems.



MIL; Medium. No guns, but they have some nasty critters. Ever seen a War Snake? Nasty, creepy things.

ESP; Low. They are focused inwards.

Econ; Lowish. They mostly give away the bulk of their new things, seeking to keep the ship healthy, and are getting ready to terraform the planet if needed.

Research; Very High. They are doctors and scientists, slight wierdness non-withstanding.

Morale; High. These guys are alawsy happy. Go figure.

Rep; Low. Sure, they good people. But we'd like them to be good people over there.


The Sage of Six Cells; 3 Research. The sage of Six Cells is the defacto leader of the Grim. Defacto, as they have a insanly loose leadership.

Fred; ESP 2, Rep 1. Fred is a spider. Or at least the DNA used to create him was based off spiders..... Considered the PR arachnid for the Grim.

Draco; MIL 2, Econ 1. Step one, splice a Annaconda, Komodo Dragon together. Then add in a humanish brain, suped up Poison (toxic enough to be acid) and some wierd spitting mechanisims and you have ye average Grim Dragon. Draco is the one they took along for the trip, and he's not old enough to have grown wings yet.

Territories; A3, B1, B2, B3

2013-01-12, 08:31 PM
IC (http://www.giantitp.com/forums/showthread.php?t=267556) Is up. Have Fun.

2013-01-12, 10:12 PM
So. How does this game work?

2013-01-12, 10:47 PM
So. How does this game work?

Basically the IC thread is used to send messages to other people and to NPCs. you communicate, build/undermine alliances and plan how to advance your faction. the end goal is to control all of the ship; or at least a sizable enough majority that the other players are willing to surrender. generally the alliances are a good way to keep people from perceiving you as weak and moving to kill you early on.

Additionally if you want to use the PM system you can do so. while most games have PM restrictions I really don't want to try to track all of that, so try not to abuse it. aka. send only the absolute most important stuff via PM.

@ everyone: I would appreciate it if at the end of a PM conversation you would message me the final message (with the usual quotes of prior messages) so I can keep track of what is going on.

Also it is common for a player to post the occasional fluff part in the IC thread to keep things interesting.

EOT is submitted every 2 weeks. will edit this into the reserved post.

2013-01-13, 12:03 AM
@GM Could we get a list of player and NPC factions and their morale in the OOC opening post? It helps to determine what posts you can read.

2013-01-13, 01:08 AM
Strictly speaking, the end goal of your faction is whatever you want it to be. For the most part, that means complete domination, but you could decide to do something else if you felt like it.

And I would request that all players include their Morale stat in their IC posts so people with decent Esp can tell if they have access to your communications.

2013-01-13, 03:13 AM
[Claiming post for faction later on.

And I would request that all players include their Morale stat in their IC posts so people with decent Esp can tell if they have access to your communications.

I am fairly sure I can read everything anyways:smallwink:

2013-01-13, 01:18 PM
Put up the major faction's publicly available stats. will put in the minor NPCs later today hopefully.

[Claiming post for faction later on.

I am fairly sure I can read everything anyways:smallwink:

As it turned out there are quite a few factions that wanted high morale, and got it. So you actually can't read everyone's messages. At least not yet.

2013-01-13, 01:26 PM
As it turned out there are quite a few factions that wanted high morale, and got it. So you actually can't read everyone's messages. At least not yet.

Yeah, I noticed that as soon as I saw Razovor's post.:smallfrown:

Whatever, if he stays as an actual mercenary group like he's supposed to then I shouldnt have to worry if I can keep him bought.

2013-01-13, 02:02 PM
The end goal is to control all of the ship; or at least a sizable enough majority that the other players are willing to surrender.

Theres technically nothing forcing you to follow this goal. You could be content to just instate a democracy aboard the ship, or eliminate any factions you think will be bad for the eventual colony.

2013-01-13, 05:12 PM
Theres technically nothing forcing you to follow this goal. You could be content to just instate a democracy aboard the ship, or eliminate any factions you think will be bad for the eventual colony.

True, however I have yet to see a game where the vast majority of faction were - in practice if not principle - working to conquor/subvert everyone. Except Grim, he generally just wants to be left alone. This is probably because OOC fighting people and waging war/subverting people is more fun and provides more fun long term goals.

Grimsage Matt
2013-01-13, 05:14 PM
Ya, but I do have a Hulk. Remember the Sage of Six Cells? When he gets angry, all he wants to be is left alone:smalltongue:

2013-01-13, 09:10 PM
How do you take over with moral?

2013-01-13, 09:47 PM
Morale basically involves activly using morale, reputation (big stat here if positive, not nearly as effective when negative), and maybe a little ESP (too much and it becomes ESP takeover) to influence the populace to join you. Basically it involves initiating good relations, offering misc aid if there are problems, propoganda, and generally making people think you are better than their current rulers. It will take quite a while, but if successful you gain ALL of the stats in that territory minus maybe a point or two. the main thing that determines speed/success will be the ratio of the enemy's morale vs. yours. have a large disparity and the takeover becomes much easier.

in short spend your morale, reputation and maybe a little ESP in your EOT and see how it goes.

Edit: also a heads up, although you can attempt the takeover at any time, you must actually declare that you are doing so. This allows for you to accumulate points towards success. When you declare I roll based on your point total and see if they agree. Also, unless otherwise specified morale takeover is for a single territory. While you can go for a whole faction it is much more difficult (if faction larger than 1 territory), and will generally not work outright, but spawn a rebellion that is automatically allied with you and has the purpose of joining you. You can attempt to support the rebels and if they win you get the territory but you usually cannot just outright annex a faction larger than 1 or 2 territories (there may be exceptions if the enemy morale is REALLY low [like 0 or 1]. factions that small are weak enough that you can outright control them via this method.

2013-01-13, 11:46 PM
I have realized my faction as I think of it now is basically the Shogunate from Shattered Empire in space... I may take a bit to put up my first post as I would like to change up the goals and personality of the Architects so that they have a different character.

2013-01-13, 11:54 PM
I have realized my faction as I think of it now is basically the Shogunate from Shattered Empire in space...

Well, i'll be damned. I do believe your right.

2013-01-13, 11:58 PM
Well, i'll be damned. I do believe your right.

I mean, I intended to make the stats similar. Then I realized that the goal of "Take over because no one else is able to sustain order" is EXACTLY THE SAME for both of them. So I think the Architects may need to be a bit more willing to negotiate and compromise...

Edit: My current idea is to follow with razovor's suggestion of possible goals of ensuring that the colony is founded and well run enough to expand, without necessarily being actually in command.

Edit 2: And frankly that goal is also the same as the Jack Collective, though their methods were a lot more subtle.

2013-01-19, 09:10 PM
Oh thats right, EoT was yesterday wasnt it? I'll have one in later or tomorrow.

2013-01-19, 10:47 PM
Oh thats right, EoT was yesterday wasnt it? I'll have one in later or tomorrow.

gave 2 weeks for the first EOT. Primarily because I wanted to try and fix a few minor things in the rules first, after seeing what the PCs would be doing (also cause I lack time to process them this weekend).

Will probably move to a one week schedule after this. No promises though.

Also, if anyone is ever wondering when the next EOT is, it is posted in the 2nd post in this thread. I will update it when I finish processing an EOT.

2013-01-19, 11:39 PM
Added the NPC's publically available stats to the list in post 2

2013-01-20, 12:31 PM
Sorry it's taking so long to get an IC post up for the Mitsuharu Academy. It'll be up shortly. The Academy's Morale is listed incorrectly in the OOC thread, though. We have 7 Morale.

2013-01-20, 12:39 PM
Sorry it's taking so long to get an IC post up for the Mitsuharu Academy. It'll be up shortly. The Academy's Morale is listed incorrectly in the OOC thread, though. We have 7 Morale.

Fixed the table to show correct Morale.

2013-01-20, 01:56 PM
Fixed the table to show correct Morale.
Thank you much. IC post from the Academy is up. I have to say, the Academy's position is awful. I was not expecting to be directly between the Red Dawn and the Captain.

2013-01-20, 02:42 PM
Thank you much. IC post from the Academy is up. I have to say, the Academy's position is awful. I was not expecting to be directly between the Red Dawn and the Captain.

Yes, that worked out rather badly for you. would have done it differently, but the captain was always on the bridge, and by the time I placed the Red Dawn I had little choice in positioning. When I get around to GMing a second game I'll try to put all of the NPCs in place beforehand.

I'll get NPC responses soon, but want to give PCs a chance to respond to this first.

2013-01-23, 03:06 PM
End of turn is on friday. Need responses from Red Dawn and the Captain.

2013-01-23, 08:21 PM
End of turn is on friday. Need responses from Red Dawn and the Captain.

have sent out the latest NPC responses. Got a little behind there with a busy few days. will probably post another round tommorow and Friday if anyone responds to the NPCs.

2013-01-23, 11:19 PM
Aren't the Police located at A9? Why would they need to ask others for passage? I am right next to 'em.

2013-01-23, 11:41 PM
Nah, Corporal Ramirez is A9. Police are in like F4...

Edit: Hey, I actually remembered the right place! Cool.

2013-01-23, 11:45 PM
Son of a gun, really! Now I need to rewrite EoT...

2013-01-24, 04:08 AM
The last message appears to have ended in the middle of a sentence.

2013-01-24, 07:36 PM
The last message appears to have ended in the middle of a sentence.

Not sure what happened there. had something typed up on word and apparently I copy/pasted it wrong. Finished it off now.

2013-01-24, 10:31 PM
Reminder EOT is due tommorow

2013-01-25, 01:39 PM
Meant to post again yesterday but didn't get a chance to. IC post is up now. If there's any chance I can get a reply before I send in my EoT, that'd be great.

2013-01-25, 02:18 PM
What do I do for EoT?

2013-01-25, 02:51 PM
What do I do for EoT?

Lets say you have the following stats.


Obviously your plans can be more detailed. This is just the general format I use, but there are others.
MIL:3 MIL attacking Rumplestiltskin and his army of giant bunnies.

Econ: 6 Econ will be building up my military.

Research: 2 Research will be researching new medical technologies.

ESP: 9 ESP will aid in my assault upon Rumplestiltskin. Acting as scouts, spies, etc.

MOR: 6 Morale will be making sure my soldiers are fighting their hardest.

REP: 3 REP will be attracting more volunteer soldiers to aid in the battle against the demonic bunny rabbits from space.

2013-01-25, 03:08 PM
Ahh. Thanks.

2013-01-25, 09:59 PM
Ahh. Thanks.

Don't forget to have your VIPs do stuff. Additionally you can change the location of your stats should you desire that.

Other than that, like oblivion said.

Also at Nyna, I'll write up an IC reply after this.

2013-01-26, 01:12 AM
Awesome, thank you. Unfortunately, it's late here and I'm exhausted, so I'll get my EoT in in the morning. Sorry for the slight delay.

2013-01-26, 06:59 PM
Oh crap, forgot about EOTs for this game. My internet's been so spotty lately it totally slipped my mind.

2013-01-26, 07:03 PM
OK, I need EOTs from:
Lentrax (Oracle)
Imperial Psycho (IQ)
Nyrt (Collective)

Try to get them in ASAP

2013-01-26, 09:41 PM
I thought I'd sent mine in just before you posted that. I'll check.

2013-01-26, 10:41 PM
I thought I'd sent mine in just before you posted that. I'll check.

I think you sent it just after. I have it now

2013-01-27, 12:07 PM
I think you sent it just after. I have it now

Ohh, you must have posted that while I was working on my EOT. It wasn't there when I looked just before I started writing it. Huh.

2013-01-31, 09:50 PM
OK, it has been a while since EOTs went in, so I suppose you are all wondering about the delay. This post is part announcement and part answer to that question.

The announcement is that Gunther has decided that the difference in GMing style. Basically he has a improvisation/rules light style GMing and prefers to make stuff up as he goes along, and eyeballing things. I on the other hand am very good with numbers, and like to have most things explicitly spelled out beforehand, so I only have to improvise the truly off the wall stuff. Given that I was the one to write out the rules this caused quite a bit of confusion when Gunther started processing his half of the EOTs. He admitted that he is not as good at math as I am, so the equations were a pain to attempt to work with. Given the incompatibility he has decided that it would be best to politely bow out. The game will still run, as I can handle it myself.

As you can probably guess the EOT delay was caused by the GMing issues. I will try to have them back this weekend, (Monday at the latest).

Sorry bout the delay :smallredface:

2013-01-31, 10:03 PM
Basically he has a improvisation/rules light style GMing and prefers to make stuff up as he goes along, and eyeballing things.

Sounds like how I ran Epic Fantasy.(That reminds that I suppose I need to finish up the EoG)

2013-01-31, 10:26 PM
Sounds like how I ran Epic Fantasy.(That reminds that I suppose I need to finish up the EoG)

Probably. I can't improvise nearly well enough to keep things balanced however. Bad things tend to happen. While I can do it in short bursts whenever some player tries something unexpected doing it for everything would probably unbalance the game fairly quickly.

2013-02-03, 02:44 PM
Sounds like how I ran Epic Fantasy.(That reminds that I suppose I need to finish up the EoG)

And this is why the end of the game is probably going to come down to a fight between the nation who secretly summoned demon hordes onto the plane and backstabbed all other powers by feigning ignorance, and the nearly destroyed remnants of a spy power who has a mind control plague ravaging the continent, unbeknownst to anyone outside their nation.

:smallbiggrin: Your style is certainly eventful.

2013-02-03, 05:48 PM
All Right everyone, EOTs have all been returned, and I shall get the IC post up later today. Hooray, this game is moving forward to turn two.

If you have any questions or comments about the EOTs, feel free to PM me, or ask them in this thread.

EDIT: the chart of D.ESP/morale/rep has not yet been updated.

2013-02-03, 05:49 PM
And this is why the end of the game is probably going to come down to a fight between the nation who secretly summoned demon hordes onto the plane and backstabbed all other powers by feigning ignorance, and the nearly destroyed remnants of a spy power who has a mind control plague ravaging the continent, unbeknownst to anyone outside their nation.

:smallbiggrin: Your style is certainly eventful.

It worked out alright in the end:smalltongue:

2013-02-03, 07:01 PM
IC post is up, and the publicly available stats are updated.


2013-02-03, 07:03 PM
Ahhh. Disease. :smalleek:

How does it's spread work? Is everyone at risk, or just the people nearby?

2013-02-03, 07:46 PM
Yes disease :smallfurious:

It usually spreads to adjacent territories, with exceptions of course. Only the people in the territory effected are at risk on immediate damage, however as I said it can spread to adjacent territories.

This one however got a low roll so it isn't particularly hard to cure. Good thing too, cause if the ship got something that reached plague levels then you would be having major problems curing it given the early game lack of resources. plus it would spread more.

Don't worry you'll get a severe one soon enough, and you will learn to fear it.

2013-02-04, 08:26 AM
Does Cavemans faction rankings include VIP's?

2013-02-04, 07:27 PM
Does Cavemans faction rankings include VIP's?

no they do not. They just look at total stat count. P.S. the captain still has more than you even with VIPs included, his military buildup went quite well last turn.

2013-02-04, 07:30 PM
Curse you Razovor! I didn't realize you were that well off on the Econ front.

2013-02-04, 07:39 PM
no they do not. They just look at total stat count. P.S. the captain still has more than you even with VIPs included, his military buildup went quite well last turn.

Do the NPC's grow as fast as we do?

Curse you Razovor! I didn't realize you were that well off on the Econ front.

Sorry. :smalltongue:

I'm going to stop growing my economy for a while anyway.

2013-02-04, 08:11 PM
Do the NPC's grow as fast as we do?

Sorry. :smalltongue:

I'm going to stop growing my economy for a while anyway.

Yes, they have the same growth rate. This is the reason the captain is ahead in military. He also has a good economy, and is using it. He will not go down easy.

That being said I am fiddling around with growth rates. Thing I need to slow down non-economy growth rates to make economy more significant. After all it is the most difficult stat to use for non-growth purposes so it had better be good at what it does.

2013-02-05, 03:25 AM
Yes, they have the same growth rate.

This in my experience is problematic. Pc's make the occasional mistake; waste resources. NPC's do not. With the same growth they actually end up growing faster. Overtime they'll only get further and further ahead.

In 2126 for instance, the largest players were growing at only 75% of the actual growth rate.

2013-02-05, 09:47 AM
This in my experience is problematic. Pc's make the occasional mistake; waste resources. NPC's do not. With the same growth they actually end up growing faster. Overtime they'll only get further and further ahead.

In 2126 for instance, the largest players were growing at only 75% of the actual growth rate.

Hehe, I remember Transcaucasia being 2nd in the military rankings. Or was it first?

Imperial Psycho
2013-02-05, 10:28 AM
Carthage was definitely first.
And Transcaucasia was second because Carthage spent a lot of effort on them.

2013-02-05, 12:15 PM
I'm not sure how fast the NPC's were growing in that game, but they seemed to be much smaller than us by the end.

2013-02-05, 06:06 PM
Carthage was definitely first.
And Transcaucasia was second because Carthage spent a lot of effort on them.

I know Carthage/me/Amurians were the reason Transcaucasia was 2nd in military.

Come to think of it, I think NPCs had slower growth rates. I believe it was mentioned in me and Tsukiko's EoT when we just started training their army for the first time.

@Razovor: Not all NPCs were weak. Blue Heaven especially had more stats than I expected and somehow managed to fight my 30+ ESP.

2013-02-05, 08:02 PM
Well, I'm thinking that the growth rates for NPCs will not be a real problem, given that the AI isn't interventionist, and the captain/red dawn are mainly focused on beating on each other (or their minor NPC allies). plus the NPCs will make mistakes, take hits etc.

Generally speaking I intentionally try to avoid playing the NPCs as having the omniscience of the GM, and restrict things to their IC knowledge. this means that they will make mistakes. Plus aside from the dawn and captain they aren't very proactive. even the dawn isn't too proactive.

If they get too out of control through circumstances that aren't the direct fault of the PCs I will fiddle with the growth. until then it stays as is, and I just throw the occasional mistake their way.

Imperial Psycho
2013-02-06, 03:28 AM
A lack of proactivity, and perfect growth is actually worse. Proactivity is what gets PCs crappy growth rates, as operations fail, or political considerations make their investments useless. Sitting alone, all they do is growth perfectly.

2013-02-06, 09:53 AM
A lack of proactivity, and perfect growth is actually worse. Proactivity is what gets PCs crappy growth rates, as operations fail, or political considerations make their investments useless. Sitting alone, all they do is growth perfectly.

I think thats what he stated he was going to try and avoid.

2013-02-06, 08:52 PM
A lack of proactivity, and perfect growth is actually worse. Proactivity is what gets PCs crappy growth rates, as operations fail, or political considerations make their investments useless. Sitting alone, all they do is growth perfectly.

perhaps, but if the PCs operations don't fail spectacularly then the PCs still win long term. Especially given that most NPCs are small and not in any way unified.

Basically PCs can conquor people (and get stats that way), subvert people etc. and gain quite a lot of stats from that, which is probably more effective than straight growth. Haven't actually gotten to that point, but based on the rules I would expect the proactive PCs to be more successful long term than any but the captain, and that is because he started out stronger in the first place. and a few people seem to be working towards his demise already.

Additionally there are only 4 non-minor NPCs. 2 are planning each others demise (captain/dawn). 1 will be spending a lot of reasources on fixing the ship instead of growing (AI) - or at least will be when stuff starts breaking - and the diamond circle... Haven't really got too many plans for them on that front. Kinda forgot about them because I had them in the PC listings I keep.

Regardless if the NPCs start getting out of control I will tweak the rules to reverse that... or just have the larger ones start killing each other.

2013-02-12, 11:57 AM
You know, I'm totally starting to realize why everyone hates the Captain. Guy's a jerk and totally deserves to have the Red Dawn and friends stomp all over him. :smalltongue:

2013-02-12, 08:00 PM
You know, I'm totally starting to realize why everyone hates the Captain. Guy's a jerk and totally deserves to have the Red Dawn and friends stomp all over him. :smalltongue:

I gave the guy 50% more stats than the average PC in order to start conflict. If I had made him likeable than he would dominate the game. He is more intended to give people an early game target/conflict to focus on to delay pc vs. pc action a little bit. didn't intend for him to last too long

2013-02-24, 05:43 PM
On account of me being sick for the week, and getting nothing done, EOTs will be delayed. sorry about this guys.

2013-03-02, 08:47 PM
OK, is anyone still here? I have received exactly 2 EOTs. did they get lost in transmission?

I would prefer to not have this game die

2013-03-02, 09:01 PM
Stupid question :smalltongue: Of course i'm here.

You got mine right? Like weeks ago?

2013-03-02, 09:59 PM
Stupid question :smalltongue: Of course i'm here.

You got mine right? Like weeks ago?

Yup, yours and Razovor's. Waiting on everyone else. Had hoped this would last a bit longer.

Also on an unrelated note I hadn't posted an epilogue to epic fantasy due to being sick and getting nothing done (same reason I only now noticed the lack of EOTs). Now I am better and have posted one. Tell me what you think (preferably in the epic fantasy OOC so we don't hijack this one).

2013-03-02, 10:11 PM
Oh, I'm sorry. I'd thought I had sent mine in earlier. I'll get that to you now.

Grimsage Matt
2013-03-02, 11:15 PM
Will send mine in

2013-03-03, 08:23 AM
I thought I sent mine.

2013-03-03, 02:00 PM
I thought I sent mine.

apparently it got lost. not sure why, my inbox had space.

regardless, I have it now.

Current count is at 5, which is enough to keep the game going even if the other people don't show.

2013-03-10, 09:17 PM
OK, all EOTs sent in are processed and sent back. Should have the IC post up in a little bit.

2013-03-10, 09:18 PM
Curse you, Nemesis! You ruined EVERYTHING!

2013-03-10, 09:41 PM
Curse you, Nemesis! You ruined EVERYTHING!

This quite amused me :smallbiggrin:

Came completely out of the blue for me too. Was quite surprised when I read his EOT and saw his plans.

2013-03-10, 09:48 PM
He came and wasted over 20 stat points and 2 turns of work.

2013-03-10, 11:04 PM
I feel even better about my decision now. :smallbiggrin:

2013-03-10, 11:47 PM
Of course you do. You have always taken an unusual interest in thwarting all of my plans.

2013-03-11, 12:13 AM
Really? This has happened before? :smallconfused:

I don't recall ever intentionally messing up your plans. Even this time, it was an accident.

2013-03-11, 12:16 AM
All the time in Epic Fantasy. You and Rage always walking over my favorite NPCs and ruining plans.

2013-03-11, 04:34 AM
You were co-opting Jenkins?

...I'd rather he was dead. Don't trust him to stay out of ship politics.

2013-03-17, 10:28 PM
surprised at the lack of posting. figured people would have SOMETHING to say. would have the NPCs say stuff, but the PCs they would mostly talk to left, and other than that most of the alliances are relatively set. I'll think of something tomorrow and hopefully that will get things going.

2013-03-18, 12:20 AM
I said my fill. Not like I can talk to Jenkins anymore.

2013-03-18, 10:09 PM
sent a check up PM to players that left last EOT to either confirm their leaving (so I can run them as NPCs without any doubt) or to remind them that the game is still running. hopefully we get a response.

Edit: Nyna has responded that he is still interested, and that he stopped posting due to computer issues. So the academy is still in this. yay.

2013-03-25, 10:45 PM
Sorry about my delay in posting in the thread. Life is really busy right now, heh. But yeah, I'm around, though my posting rate might be a bit slower than before at times.

2013-03-26, 01:28 AM
Sorry about my delay in posting in the thread. Life is really busy right now, heh. But yeah, I'm around, though my posting rate might be a bit slower than before at times.

Just a suggestion based on the comment in your signature, you can subscribe to threads so that they appear in your User CP instead of using bookmarks. That way they're linked to you on this site and hopefully not going to get eaten by a computer crash. :smallsmile:

2013-03-26, 06:17 PM
Nyna: nice to have you back

@everyone: a helpful reminder to submit your EOTs. If I recall we had 6 last turn, so if everyone goes in we should have 7 with Nyna.

2013-03-28, 09:22 PM
I don't know when EoT is, but i'll get my updated EoT to you later on, Hydro.

2013-04-14, 01:07 PM
Is there an ETA on this turn being processed, hydro?