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Hidden 9 yrs ago 9 yrs ago Post by Queen Raidne
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[Finished]
~~~~~~~~~~~~~~~~~~~~~~~~~
It's fairies In Space! along a semi-sentient magical hyperspace path that lets anyone walk from world to world (at the Path's pseudo-random whims), if you can find it in the first place.

|\Name of nation: The Faerie Inns

|\Summary in a Sentence: Fairies living in hyperspace that can literally walk between worlds (and so can everyone else, mostly).

Hidden 9 yrs ago Post by WilsonTurner
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I think I'd be more interested in the fay than the atomicalltohell thing. Cause... it'd be an interesting meeting point. Even more so if some of the larger 'inns' had these great plots of land, but they were more like islands floating in hyperspace, with the edges of them formed into giant docks for spaceships and spacecraft- so it'll randomly pluck a ship out of hyperspace and just dock it between two great pillars of dirt, stone, and grass, as if it were an advanced spaceport... but not.

I dunno. Just an idea.

<Snipped quote by WilsonTurner>That sounds like old WW2 classification system. Granted, since then many of these classes kinda became obsolete.
Modern naval terminology also rather adapted a hull classification system with 1-3 letter anagrams showing the ship's role.
Also in modern naval terms Frigates are much smaller than Destroyers, the latter are sometimes even becoming pocket battleships in terms of role. Take the Zumwalt-class destroyers, for example.
But like I said there's so much confusion over the use of old school ship categories that they partially reforme this into a new system.

On the other hand sci-fi battle are often WW2 in space so in this sense your terminology is absolutely right. Well, save for the Dreadnought which is often use for superheavy battleships because their name just sound cooler and more threatening.

Anyways, settling down on an uniform ship classification system would be great. Otherwise it leads to confusion.
Alternatively just separate escorts from warships in your fleet. Escorts will imply they are weaker ships used for screening and as force multipliers while warships would imply independent vessels with competition grade protection and/or firepower. This simple distinction may be all we need and leave ship classes as flavor texts.


I think one could do both- an escort-frigate would rely on its parent ship for, as an example, protection, with the parent ship's focus being on shields, so the escort-frigate would be hiding within the shields, using its own weapons to fire on enemies. Meanwhile, a warship-frigate would be, as you say, a ship that can operate independently, with substantial offensive and defensive capabilities. An escort may have a specialization in only one, while a warship uses both with a leaning towards one.

But using a common ship categories would be useful. That way a warship [which is actually a dreadnought] wouldn't be surprised and destroyed by another warship [which was actually a light or medium cruiser], which normally wouldn't happen, because a dreadnought has big thick armor and a light or medium cruiser has neither heavy guns, nor heavy armor.

Mind you, light or medium cruisers are just that- it's unlikely they'll have any particularly powerful weapons or shields in comparison to someone else, and would probably rely more on maneuverability or disruptive electronic warfare and drones. Take, for example, the Wyoming-class Battleship, which is a big-armor, big-guns, lotsa-guns, and slow. Then there is, say, the St. Louis-class cruiser, which is more of a heavy cruiser because it has like 14 guns (in comparison to other ships' 4-10), a buncha armor, and is quite slow. Then there's the Phoenix class cruiser, which has anywhere from 6-10 guns, isn't quite as armored as the St. Louis, but is just as fast as a Clemson-class destroyer, if slightly less manueverable. And, the Phoenix holds a couple turrets of the almighty torpedoes.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>
I think one could do both- an escort-frigate would rely on its parent ship for, as an example, protection, with the parent ship's focus being on shields, so the escort-frigate would be hiding within the shields, using its own weapons to fire on enemies. Meanwhile, a warship-frigate would be, as you say, a ship that can operate independently, with substantial offensive and defensive capabilities. An escort may have a specialization in only one, while a warship uses both with a leaning towards one.

But using a common ship categories would be useful. That way a warship [which is actually a dreadnought] wouldn't be surprised and destroyed by another warship [which was actually a light or medium cruiser], which normally wouldn't happen, because a dreadnought has big thick armor and a light or medium cruiser has neither heavy guns, nor heavy armor.

Mind you, light or medium cruisers are just that- it's unlikely they'll have any particularly powerful weapons or shields in comparison to someone else, and would probably rely more on maneuverability or disruptive electronic warfare and drones. Take, for example, the Wyoming-class Battleship, which is a big-armor, big-guns, lotsa-guns, and slow. Then there is, say, the St. Louis-class cruiser, which is more of a heavy cruiser because it has like 14 guns (in comparison to other ships' 4-10), a buncha armor, and is quite slow. Then there's the Phoenix class cruiser, which has anywhere from 6-10 guns, isn't quite as armored as the St. Louis, but is just as fast as a Clemson-class destroyer, if slightly less manueverable. And, the Phoenix holds a couple turrets of the almighty torpedoes.
Well,to be fair just like how during modern times there's a confusion between ship classes it'd only get worse between two different interstellar empires.
For starters one race may consider their 1200 meters long warship a hulking Dreadnought and the heaviest vessel they have.
Another civilization may not even use any ships below 1km in length. They'd think the other nation sent a mere Destroyer against them.

Nations which may have experienced such confusion before would probably try to estimate ships by a more objective scale, as in how much power they generate. Techno jargon like "battleship-class power readings" would be uttered for certain.
And this brings up another issue, differences in technology.
While I suppose there would be some balance but regardless there'll be certain rifts in tech level between the various players.
On the extremes one race's Destroyers would be more powerful than any battleship the other owns. This may be because different standards in size or just because the other has plain better and more sophisticated tech.
Said differences in tech may be balanced with smaller fleets and other factors.
Either way it means the scenario you envisoned is not only plausible but even allowed by the game.

I think the easiest way to solve issues if the player explicitly notes how his/her ships compare to the opponent.
"I may have 200 ships but my vessels are less advanced and weaker so don't worry!"
or
"In Derplexia the smallest warship is 5km long, so the Destroyer your patrol spotted is almost as large as your Dreadnought. Be mindful of that!"

And so on. Same could be achieved if the player mentions this during the IC.

"Oh my God! The enemy has 30 Dreadnoughts! All hands, prepare for battle stations!"
Sir McDouche declared. In reality the enemy ships were only Narmasian Frigates but regardless the threat was real.


As you can see, this is going to be a complicated business as always.
Hidden 9 yrs ago Post by WilsonTurner
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Eurgh

Why don't we just play it out?
Everyone has their own ship classes, but when/if (More likely if) a sort of United Nations is formed, then they can go and vote or whatever on various propositions and bills. For example, a couple nations could communicate, draft up a firm galactic standards for ships, and then propose it in the Galactic Conference or whatever, where all the nations can say yay or nay, and then if it passes, the spacey-UN can enforce it among its member nations and try to put it on outside nations.

It's also quite possible that if my nation were to be in such a UN of sorts, other nations could draft up a no-slaves no-indenturedservants proposal, pass it, and then my nation would be forced to give up significant industrial power and economic efficiency, to 'free' and establish rights and fairer quarters/treatment for the former slaves. Then my own nation would be at a political disadvantage, because those alien races would still be under the Hocklyn flag, but could wield political power, and would probably outnumber Hocklyns as a whole, and take political, economical, and industrial power within the nation.
Hidden 9 yrs ago Post by Willy Vereb
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Eurgh

Why don't we just play it out?
Everyone has their own ship classes, but when/if (More likely if) a sort of United Nations is formed, then they can go and vote or whatever on various propositions and bills. For example, a couple nations could communicate, draft up a firm galactic standards for ships, and then propose it in the Galactic Conference or whatever, where all the nations can say yay or nay, and then if it passes, the spacey-UN can enforce it among its member nations and try to put it on outside nations.

It's also quite possible that if my nation were to be in such a UN of sorts, other nations could draft up a no-slaves no-indenturedservants proposal, pass it, and then my nation would be forced to give up significant industrial power and economic efficiency, to 'free' and establish rights and fairer quarters/treatment for the former slaves. Then my own nation would be at a political disadvantage, because those alien races would still be under the Hocklyn flag, but could wield political power, and would probably outnumber Hocklyns as a whole, and take political, economical, and industrial power within the nation.
That's a quite plausible solution for late game.
But until a truly United Galactic Nations Commune is formed we'd play out God knows how many first contact style scenarios.
If we get to late game of course it's a possible idea to introduce an universal ship classification system.
As such it'd erase most confusion.

Or wait!
Ashes to ashes, dust to dust.


This is the fate that many nations faced, death came to them, and wiped them from the universe. Only a few traces of their once vast civilizations remained, most of it crumbling, to become dust. However as civilizations fall and life fades, so does new life rise and began to establish dominance once more. Civilizations spread out, grow, and become strong. Some are new, having come from their homeworlds and begin to reach out beyond their home. A few come from the, ruins of the old begin to rebuild, using what is left of their ancestors to rise once more. But in time, all shall become ashes.


According to the fluff there was a vast galactic civilization in the past. What if by this civilization's influence most if not all civilizations we encounter are using the same or at least very similar means to classify their ships?
Similarly we can say that the language of this ancient civilization remained and now forms the basis of the common tongue across the galaxy (dubbed as "Galactic Basic" or whatever).
These two additions can solve many of our headaches.

Hidden 9 yrs ago Post by WilsonTurner
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Ah, I see what you mean. For example, everyone in the Mass Effect series were more or less on the same base, because everyone used the same technology that came from the same [dead] people, and etc. etc. etc.

The ancients- whoever they are- could provide the basis for many to get on their feet, resulting in a very similar system used in almost all nations that used the alien technology to take to the skies.
Hidden 9 yrs ago Post by WilsonTurner
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Would it be alright if I play as an interstellar megacorp?
Basically I'd less of a civilization and more like a corporation of great number of companies that are present in at least hundreds of different civilizations.
I may be the largest shareholder in these corporations but my holdings would be subject to the local laws in general.
I'd only own a single planet which would be also the megacorp's headquarters.
As for tech it'd be technically a mish-mash of anything which can be traded for in the galaxy along with the company's own researches and improvements.

So yeah, basically a galaxy-wide megacorp which would trade with nearly anyone else.
Capitalism at its purest.


How would this megacorp be formed?

I mean, first, this megacorp would have to originate from somewhere- likely being a corporation within a pre-existing nation. When there is enough trust between multiple nations that have made contact with one another, then they would have to try and branch out to other nations, would could be taken as a sign of aggression, politically and economically. That, and nations would be uneasy with a foreign corporation sticking its nose in and buying up everything to sell it to everyone else- it could either greatly increase economy, or greatly hinder it, while giving the corporation significant power if it becomes successful, because then they'd have a large part of the economic system.

That, and you'd have to create some kind of UN to create either a galactic currency, or to agree on a currency exchange that is suitable for all involved parties.

A megacorp in the early contact-and-establishment part of the roleplay wouldn't be logical. Unless someone is foolishly trusting of others, then getting a foothold in other alien nations and integrating into their economy would be problematic and difficult, especially with nations that have only one race- they might be xenophobic on a whole.

This is, of course, what I think, not the truth or the word of law.
Hidden 9 yrs ago Post by Keyguyperson
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Similarly we can say that the language of this ancient civilization remained and now forms the basis of the common tongue across the galaxy (dubbed as "Galactic Basic" or whatever).


This is a good idea. I like this idea.

I'm not so hot about the ship classifications thing. I mean, civilizations could easily have different names for different ship types (Like battleships that can only fire missiles that they call mines), which would spice things up a bit. I suppose we could instead have universal size or weight classes.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>

How would this megacorp be formed?

I mean, first, this megacorp would have to originate from somewhere- likely being a corporation within a pre-existing nation. When there is enough trust between multiple nations that have made contact with one another, then they would have to try and branch out to other nations, would could be taken as a sign of aggression, politically and economically. That, and nations would be uneasy with a foreign corporation sticking its nose in and buying up everything to sell it to everyone else- it could either greatly increase economy, or greatly hinder it, while giving the corporation significant power if it becomes successful, because then they'd have a large part of the economic system.

That, and you'd have to create some kind of UN to create either a galactic currency, or to agree on a currency exchange that is suitable for all involved parties.

A megacorp in the early contact-and-establishment part of the roleplay wouldn't be logical. Unless someone is foolishly trusting of others, then getting a foothold in other alien nations and integrating into their economy would be problematic and difficult, especially with nations that have only one race- they might be xenophobic on a whole.

This is, of course, what I think, not the truth or the word of law.
Well, the megacorp was established about 200 years ago albeit it's by no means connected to every nation. Unless we discuss otherwise prior I'll treat every player civilization as if I met them for the first time.
Let's say the people who made White Corps used every means possible. Open corporate system when allowed, secret buy-outs and proxy entities when it was more problematic.
As for exchange while free flow of money is preferable there are many other means by which you can get profit through trade.
This is actually the reason why the White Banking Company began to expand their horizons and now they are practically involved with every industrial sector.

As for the company had to be founded somewhere, you are absolutely right. It's just that the proper origins of White Corps are covered in many mysteries. And yeah, given the countless challenges it almost seems impossible to form such megacorp, especially not under just 200 years. This is another one of the mysteries.
There's technically an explanation to all these but telling it would be a spoiler. That and I haven't yet worked out the full backstory in detail. But if you really need some food for thought:


EDIT: As for whether the activities of White Corps stimulate or strangulate the economy is a complex question to which would be very difficult to properly answer.
I plan White Corps to have nearly 1% of the entire galaxy's GDP.
In a way this can be interpreted as that I siphon out 1% of the entire galaxy's money from the civil and national treasuries.
On the other hand I give them my wast resources, technical knowledge and overall support to the said nation. In this sense I am pretty much boosting their economy.
Not to mention that in spite of owning 1% of the GDP it doesn't mean I just grubber up the money and sit on it all day with glee.
White Corps invests the money and wealth in other projects so technically "what goes around, comes around".

This is kind of the same as letting foreign companies build factories and establish daughter firms in your country. Just turn it up to eleven.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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Alright, I think I'm pretty much done with the profile.
The only thing is left for me to detail some military units in the future.


As you can guess I pretty much just re-wrote White Corps' profile from the True Vacuum RP.
For this reason I am slightly afraid that my technology level could be a little too OP.
Oh well, it's up for the GM to decide.
I'm cool with toning down whichever tech Duck requests me to change.
Hidden 9 yrs ago 9 yrs ago Post by null123
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Need to do a few things first so I am just skimming, but I can already say that even if there just escorts, 10208 ships is way to much. Mothballed ships also needs to be turned down. I also feel that a Megacorp should have quite a few less then 2000 ships.

Also @Keyguyperson is now one of my Co-GMs, while he can't accept apps, his duties involve telling everyone to STFU and take it to the PMs when heated arguments occur as well as helping me iron out lore, timelines, and anything else plot/story related.

It is also to be noted that for the most part I am assuming that a lot of the minor NPCs and major factions have met each other.
Hidden 9 yrs ago Post by MrFoxNews
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For those who don't already know duck has graced me with the illustrious task of intergalactic pirating.

I'll have a small app detailing one or several pirate fleets (probably one to start and more as we go)

White Corp given the fact that your a corporation I'm look at you hungrily.

Anyone can assume they've met or heard of my fleets.

my first fleet will be dubbed the most badass pirate fleet name ever.

The Red Corsairs
Hidden 9 yrs ago Post by Keyguyperson
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[Work in Progress]
~~~~~~~~~~~~~~~~~~~~~~~~~
So I've two things in mind. One is familiar to some of you, though it is different. It's fairies In Space! along a semi-sentient magical hyperspace path that lets anyone walk from world to world (at the Path's pseudo-random whims), if you can find it in the first place.

The other is a B-Movie tech "United States", with Flying Saucers, ray guns, glowing green goo, and the word "Atomic" slapped onto everything. Oh, and werewolves, swamp-things, blobs, and witches (some of which serve in the military). That one still needs the most work, especially to tone it away from pure comedy into something slightly more reasonable.





Since I'm currently listening to The U.S. Field Artillery, I can't help but tell you to do the latter. Then again, the Fae are always fun.
Hidden 9 yrs ago Post by WilsonTurner
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@Keyguyperson
I'd only want KeyGuy to be a co-GM if he takes a more active role. When stuff gets heated, it doesn't matter if there is a co-GM or GM, for the most part, it's left untouched or unenforced. Since KeyGuy has a history- I mean no offense, mind you- of being a somewhat distant observer, rather than an active moderator.

If he's going to be as active and involved as past experience, then I would say KeyGuy is not suited for the task.
Hidden 9 yrs ago Post by null123
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@Willy Vereb

Full Review:

Replicators are an absolute no in my eyes, and you will need to remove them. The power of the beehive missile needs to be turned down, and one of your weapons mentions use of antimatter in weapons for ground units, this is also a absolute no in my eyes.

One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea.
Hidden 9 yrs ago Post by Sovi3t
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Haven't forgotten about roleplay, working on NS

Hidden 9 yrs ago Post by Keyguyperson
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@Keyguyperson
I'd only want KeyGuy to be a co-GM if he takes a more active role. When stuff gets heated, it doesn't matter if there is a co-GM or GM, for the most part, it's left untouched or unenforced. Since KeyGuy has a history- I mean no offense, mind you- of being a somewhat distant observer, rather than an active moderator.

If he's going to be as active and involved as past experience, then I would say KeyGuy is not suited for the task.


*Raises hand*

"This guy is comepletely right."
Hidden 9 yrs ago Post by MrFoxNews
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If all you need is someone to cracked down on people who won't take their arguments to pm I could help with that duck.
I'm not willing to Co-gm but I'll be an enforcer of sorts.
Hidden 9 yrs ago Post by MrFoxNews
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Name of nation: Pirates of the Void.

Species: Primarily human. A species known as the Eldar (space elves) are also quite common. However any sentient species could have potentially broke from their own factions and begun a life of piracy.

Description of government: Purely Meritocracy. The most cunning, wealthy, powerful, and feared are those who rule in this ungoverned society.

Description of military: WIP need to confer with duck

Technological Overview: ^^ Same as above.

Cultural Overview: Although there is no standards across all void pirates there are similarities that some share. Most pirates defected from various Nations. It is believed that there is a religion that only the most powerful Pirate lords may worship (however this may in fact just be an excuse for Lords to gather for other activities)

Common Void Pirate sigils
Skull and crossed daggers
Skull wearing a crown
Alien skull with a projectile firearm wound
Skull within a cog
Skull within an 8 pointed star
Skull within the jaws of an alien skull
An X
A burning skull
A decomposing corpse
Matte black *no sigil
Various pinup girls

History: The scum of the void have been plundering trade routes for as long as anyone can remember. While not consistently threatening void piracy has never truly diminished. (More to come probably)
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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Need to do a few things first so I am just skimming, but I can already say that even if there just escorts, 10208 ships is way to much. Mothballed ships also needs to be turned down. I also feel that a Megacorp should have quite a few less then 2000 ships.
Given the size of the megacorp 2000 ships seemed like a reasonable amount to protect their interests. Albeit given your response in the "full review" that may change.
As for my escort count, why is that even an issue?
I don't remember you putting up a hard cap for fighters, land vehicles and soldiers.
You only limited warships. Escort vessels are between fighters and warships in size with the expected decrease in fighting power compared to warships.
Fact that 8 escorts (if not more) roughly equal to one warship is telling already.
Albeit if we go by math and convert escorts to warship equivalent count then I suppose I went a little over the limit (3000+).

Oh well, I reduce my fleet size anyways so this issue is most likely void.

@Willy Vereb

Full Review:

Replicators are an absolute no in my eyes, and you will need to remove them. The power of the beehive missile needs to be turned down, and one of your weapons mentions use of antimatter in weapons for ground units, this is also a absolute no in my eyes.

One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea.
IIRC, many of your previous space NRPs had replicators as a nearly standard tech.
What caused the turnaround now? If you are worried I may abuse this like grey goo, instant ship construction or as free factories on infinite loop then there's nothing to be afraid of.
Quantum Forging isn't anything as convenient. True it can allow creating matter out of energy but even in this futuristic world power won't be free, neither truly inexhaustible. Assemblies for vehicles or mining raw materials are still very prevalent.
I don't wish to portray replicators as something which makes economy or industry meaningless.

That being said if even with these restrictions you don't wish to deal with replicators then fine, I'll remove them.
As an alternative is it fine to have "transmuters"? As in devices which can turn one type of matter to another? My replicators are already mostly working by this mechanism because they're such power hogs so this could let me keep my tech while closing off any loopholes.

Beehive type missiles are really just fridge brilliance. In the age of nanoscale forging it isn't difficult to create nanometer thick pellets and since this is a space opera style NRP that means acceleration is easy/cheap, too. Creating a relativistic KKV is easy. I just did that and added the feature to spread massive amounts of pellets to generate a large screen. Basically I just used my head.
That being said Beehive warheads aren't all that superior. They work the best when there's still quite a distance between the ship and the targets to intercept. Beehive missiles require some time to accelerate and they need to spread their pellets from distance. As you can expect to get them spread to 1000km radius I'd need to detonate the mini charges some thousands of kilometers in front of the enemy, sometimes much more. Furthermore deployment of the Beehive's pellets depend on the projected distance of the enemy. Say the charges detonate 4000km away to make formation with 1cm wide gaps. If it hits from 2000km distance then the pellets would be 0.5cm away and cover the radius of only 500km. If it hits from 8000km away then the gaps would grow to 2cm and the "cloud" radius to 2000km. This may not matter at times or even allow a degree of flexibility but the heart of using Beehive warheads is good planning and sufficiently long engagement ranges. Besides it always bothered me how close ships/fighters stay to each other in most media. What's the gain in that? At least my opponent would get a good reason to put their fighters in a looser formation here.

Antimatter weapons are similarly just "common sense" in a setting like this. Where ships casually expend tons of antimatter or its equivalent then the same force should be able to spare a few grams or micrograms to their ground troops. And how do you make an anti-vehicle weapon compact yet powerful? Give them something truly energetic to throw at the target. That's the antimatter projector here, the nightmare of vehicular armor. I can throw these out if you want but as I said it was just common sense to have something like this for my ground troops. But without anti-matter projectors I have to use the plain-old anti-tank missile concept which is honestly boring.

One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea.
I had to repeat this paragraph to check I am not just seeing things.
Excuse me what?
The galaxy has 300 billion stars and roughly billions of habitable planets yet apparently there aren't even a hundred places where sentient life managed to develop?
What happened? Did the "precursor civilization" mentioned in the OP systematically murder most of the other races?

Actually, this is the most major change for my faction of all. white Corps has contact with hundreds of civilizations but that's by no means all of them. Evidenced by the fact Keith White III managed to quadruple his client base in 10 years by actively searching for new civilizations to make contact with.
Similarly this means I don't have literal hundreds of amusing alien race types I can just invent for the entertainment of the readers (none of them are really powerful... just different).
In addition of course if there aren't anywhere near to hundreds of civilizations then the size of White Corps decreases considerably.
That means I pretty much need less of everything else which is good. But it also makes me feel less like a galaxian capitalist as I wanted Keith White to be.

Aside from me, it's also sad for other players. I mean they can't have random encounters with new and different species because literally most of the alien races will be just other players. Well, interacting with a player is better but people like me tend to prefer more variety.

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