Hidden 10 yrs ago Post by Zamiel
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Zamiel

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Interest Check

"And here, all alone in the million billion miles of midnight, is one solitary moving speck.
A fragile parcel filled with sleeping people and their dreams."

― Philip Reeve

Humanity from the dawn of time was fascinated these unfathomable lights in the sky.
The insatiable curiosity to reach the unknown just beyond our grasp drove us on journies of trillions of miles.
Humans, among myriad other dreamers of uncounted origins touched the face of their universe, and took it for their own.

Now blink - the lights are all gone. The night sky is an empty void of darker than black.




Half of all stars are rogues between galaxies, and are so thinly spread that only an incredibly faint glow to the most powerful telescopes gives away their presence. How many sentient species have come to flourish unnoticed in the vest emptiness of hundreds of millions of light years between galaxies? Far beyond the fringes of these cradles of sentient life, your race has evolved and flourished - yet utterly ignorant that anything exists past a few hunks of rock orbiting a ball of hydrogen outside their front door. Alas, not for much longer.

Where are the galaxies? Light from billions of stars packed tightly together must assuredly bridge even such gaps of millions of light years.

Yet why is the sky a flawless black?





Across the universe, Type III civilizations had come to harvest the radiation emitted by every galaxy within Dyson Spheres.

Our story takes place in one such enclosed galaxy and its close vicinity of about 50 million light years - let us call it "Milky Way" for easy reference. The civilization that had harnessed their galaxy like a work horse (they happened to have been humanoid), had vanished. Many signs of struggle and violence lie scattered among the countless stars: charred planets, incredible fields of wreckage. Perhaps a few still functioning automated remnant crafts and battle stations careen silently for eternity waiting for commands that are never to come. Ostensibly no sentient life remains of any developmental stage. Are these marks of the final internal struggle of the resident species that had annihilated themselves, or are these merely remains of a long ago primitive past for even these inhabitants who were forged through war and agony and had ascended to wisdom.

Over many millions of years of disrepair, the shell of the megastructure encompassing the galaxy began to be fail, and then to be violently torn by cataclysmic strains which it had for so long endured faithfully. Suddenly, the night sky is no longer dark, and a baffling point of light emerges for races beyond the periphery that had been long hidden. That would be fascinating - and perhaps spark technological revolution and the eventual development of spacefolding technology that could bridge this gap.

Fortunately, that is not necessary.



Something a mere hundred miles across is very easy to miss among even a single solar system's loose debris - especially if no one is even looking for it. Perhaps hundreds of millions of years ago this star system was part of the Milky Way and this node was connected within a network of gates allowing instantaneous travel. The Dyson Sphere prevented any energy from escaping, which seems to have included the tracer signals between these gates - until now. In time, your race may figure out how to key destinations through these gates. For now though, each gate in player controlled solar systems open a default path to the nexus station deep within the galactic core consisting of hundreds of such gates.

Wrest the galaxy from its wild abandon and reshape it on your image,
uncover the secrets of the ancients and their forgotten relics,
and perhaps find the truth behind their disappearance.
But beware, knowledge itself can stir up long forgotten evils that are better left untouched in this vest universe.
Technology
Each player begins the game with a pool of 100 research progress that may be used to purchase from the tech tree linked/show below. Every three days, your race's scientist stat is added to your research pool which I manage on my end. Tell me at the top of any of your posts what to set your research towards and I will change it to that and carry over progress from a previous tech you had already invested points into and not completed. Now, the very most important part: this tech tree is a very basic set of suggestions. Ultimately, you will be coming up with most of the technologies yourself, and I add them to the tech tree at a certain tier depending on how ridiculous it is. All of the technologies are "general" topics that do not unlock a particular thing - rather, a sci-fi concept that you have a wide application limited by being reasonable and adding fair weaknesses so it does not spell instant annihilation for everybody and should totally be mixed with other technologies to make something mind blowing. Whenever you wish to add a technology, post here or shoot me a PM and we will work out the science cost and possible prerequisites. It will then be available for all players to research.

Full Size Tech Tree





Religion
Religion is made to compete and piss off the science/fleet focused infidels. Faith accumulates in much the same way that science does except obviously with faith points - and again, done entirely on my end. The most powerful use is purchasing "destiny" tokens that can shift even the most hopeless situation in your favor dramatically once, or using that faith instead to purchase "miracles" that are essentially a significant mystery present that could be anything from a random technology to an advanced semi-sentient remnant cruiser joining your forces to revealing locations of many relics across the galaxy. Particularly religion focused races can find themselves capable of purchasing unique passive and activate-able abilities for themselves with faith. Overall, it would be a quirky with a bunch of luck and divine intervention involved - yet powerful tool for a race to have in its arsenal and viable to go all-out into. Each player begins the game with faith equal to their Theologian stat x 10.



Combat

At the end of each three-day tick (in addition to science and faith updates) each player will receive a "Fleet Strength (FS)" that I calculate on my end. This number will be a result of raw military power modified by bonuses that I derive from science and religion. Fleet Strength represents the aggregate total fighting power of a majority of a race's ships.

Combat calculation occurs when two or more players engage in fleet vs. fleet combat (ie. it applies only to large scale fights). This is up to interpretation, but it is implied that it is between two race's core fleets that represent a majority of their military statistic and thus can only be in one place at once. Other engagements fall fully under roleplay and should be worked out by players involved.

Simply put, the player who has a higher current Fleet Strength wins the engagement. Both players will have lost ships during the fight - thus both receive a negative change to their Fleet Strength. The player who has won the engagement loses 20% of their Fleet Strength, while the loser loses 50%. The result of this system is that although it is difficult to be completely obliterated over each three-day tick, you become very unlikely to conduct successful fleet actions henceforth until the start of the following three-day tick at which time your Fleet Strength is refreshed. Aggressors receive a smaller loss that makes engagements a more strategic venture. Allied race may choose to conduct a joint fleet operation that results in their Fleet Strength being added together for combat calculation.

Currently it is very simple - winner loses 20%, loser loses 50%. In the near future I may make a small html calculator that does more complicated calculations that determines Fleet Strength loss via the difference in between the two before combat, (albeit a fleet 10x the size of another will lose a lot less that 20%).

After each three-day tick when science/faith is updated in my post, I will include an updated Fleet Strength for each race that represents them constructing more ships to replace those you lost during the previous tick.
Posting and Turns
Each turn will be about three days long, and the change occurs when I post an update containing information of each race. This information includes a recalculated and refilled Fleet Strength number, updated science progress towards a technology, alerts of technology discovery, and the new total of your available Faith point pool. In addition to these changing figures, my post will include the affinity points and an image/list of all technologies discovered by each race available for all to view.


I will play as the (mostly) inactive remnant automatons, and will occasionally surface special events in the galaxy that may be either dangerous, or boons for you to possibly fight over if you so choose - and a loose sequence of events as players uncover history of the ancients over time. The most common such thing will be the uncovering signs of ancient artifacts which grant powerful effects for your race that may even include stat points, and a player may purchase additional effects for these artifacts with faith. Other than that, it is all up to you and your fellow players to guide the game!



Hidden 10 yrs ago Post by Zamiel
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Zamiel

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Repost your race apps here! I know some of them are still WIP so no rush. All apps completed up to this point look good, no issues here.

Make sure to pick out the techs you want to start out with or suggest ones you want off the bat so we can work out cost. You have 100 points to work with, and here is the tech tree again.

Nation List (WIP):



Starting Techs Unselected







Small tech issue (see PM)



Hidden 10 yrs ago Post by Skylar
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Skylar

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Warmongerers / Military Production: 9
Scientists / Research Income: 5
Theologians / Faith Income: 1

Race Name: Mithran
Name of Faction: Mithran Dominion
Government Structure: In theory, an absolute monarchy. In practice, a system of landed (or orbital slot-holding) noble aristocracy handle day to day governance while the monarchy serves as a strong-yet-hands-off central authority, resulting in a more coalition-like framework as the interstellar era begins.

Race Biology:
The Mithran species resembles a number of variety of humanoid felines, majority ethnicities being foxkin, wolfkin, and lionkin. The Mithrans have a 9-1 female-male gender ratio, and a rapid rate of maturation where a pup grows to “adulthood” in nine years. Lifespan without medical intervention is 70 years, although a Mithran can expect to be vigorously active up to their last years without too much decay, barring injury or sickness.

Cultural History:
To sum up the Mithran culture: meritocratic militant hedonism.

The Mithran culture is centered around the concept of self-fulfillment. An individual’s priority should be self-satisfaction and self-fulfillment of their abilities and potential for good of the state and self. The result has been a society that embraces both high militarism and hedonism, holding the loyal and dutiful soldier with the same respect as a person able to enjoy high wealth and luxury. The pursuit of rank and glory on the battlefield is just as lofty a goal as becoming a successful businesswoman or tycoon and being able to enjoy sky yachts all day long, and many high-ranking individuals embrace both extremes of living insofar as it doesn’t interfere with their duties.

Mithran militarism has resulted in a partial melding of their industrial-military complex with common society. Military hardware is often repurposed for civilian tasks and vice-versa. Civilian cruise liners and yachts have military-grade power cabling and provision for quick refits for heavy weapons, while an entire line of military frigates double as megafreighters with mounting for heavy cargo pods or torpedo pods.

In general, the Mithrans prefer to build capital ships than escorts, and prefer big-gun battlecruisers and battleships over strike-craft carriers in combat. Crew training and quality is highly emphasized and a high priority issue in ship and military R&D over rushing new weapons or technology to the front. Training is rigorous, crew quarters must be ergonomic and comfortable for extended ops, and ships are built with large crew complements in mind for redundancy and high readiness. But conversely, the high responsibility work and combat conditions also result in slightly relaxed off-duty regulations.

Social Structure:
The Mithran Dominion are divided into social classes of nobility, middle-class, and lower-class. The classes of the middle and lower classes are largely built on wealth, social position, and access to luxuries, meaning fluid movement is not uncommon. Transition into and within the upper class elites and nobility is more complex however, and often strictly tied to meritocratic action either in combat or in political scheming.

Mithran males stand apart from the social hierarchy owing to their limited and protected status under the Imperial government. Males are expected to take more philosophical, scientific, or social professions in addition to serving as breeding mates under Imperial or clan matchmaking. Recently the gender wall is suffering some cracks due to high theoretical and technical knowledge required to run FTL drives and starships, resulting in some males branching into high-tech space industry or even military auxiliary roles.

Reaction to Aliens:
The reflexive mindset the Mithrans have towards aliens is “how can be make use of them?” Whether it is a militaristic exploitation mindset or hedonistic thrill-seeking perspective depends Mithran to Mithran. Most would lean towards the former.

Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate:


Hidden 10 yrs ago Post by null123
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null123

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Warmongerers / Military Production: 1
Scientists / Research Income: 10
Theologians / Faith Income: 4

Race Name
Rerans

Name of Faction:
The Reran Federation

Government Structure
Position in the the Reran Government is based off two things, contribution to the Federation as a whole as well as your level of intelligence. The leaders at the top have often made great contributions in the forms of advancing science and technology, as well as being vastly intelligent compared to the rest of the Rerans. The Government does have pretty much authority to do whatever they please, as if they were totalitarian. However this is rarely used, as the ideals of freedom and liberty have prevailed in Reran Society.

Race Biology
The Rerans are a physically frail race, the strongest not even reaching what could be considered average for a human. This does come with the advantage that however they are extremely intelligent, with even the most dumb of Revans still being what most races would consider above average. Their intelligence is often what most contribute to their quick rise technologically and socially.

Rerans are humanoid in appearance, having the standard two legs, two arms, two eyes, and a single mouth and nose. However unlike most other races their noses are two slits in their face, rather than cartilage projecting outwards. A Reran’s skin color is either a light blue or a yellow-green, hair and eyes can be anywhere within the visible spectrum, leading to some truly weird hair colors. Reran’s reach an average height that is a few inches below a human.

Rerans breathe a similar atmospheric combination to humans, as well as having a similar required temperature.

Cultural History:

Rerans heavily believe in the progress of science and society forward, and are also heavily passionate about working together as a whole for the good of all Rerans and the ideals of Unity and Equality. Their belief in the progress forward of science has lead them to sometimes abandon certain ethics to continue on the march of science, leading the Rerans to explore some questionable areas of science. Their belief in Equality has lead to having a no-discrimination policy very early on in their history, and females have never been forced into gender roles or discriminated against. Their ideals of Unity also lead to a society that works together really well, and as helped avoid conflict between Rerans in the past.

The Rerans also believe in peace, and rather than accomplishing it via force they believe it should be done through mutual cooperation. Despite this however the Rerans are not afraid to fight, and will often use their advanced technology as truly destructive weapons.

Their religion is a bit odd, they believe that their is some type of higher power but that he does not intervene in the affairs of the universe. Rather the best way to discover him and the truth to all things is marching forward science and progress.

The current culture currently exists due in part to their intelligence, and as a natural evolution of it. The current Reran Government as well as past Reran nations before they become the united Reran Federation today heavily reinforced the ideals everywhere, leading to it to become the dominant culture of the Rerans.

Social Structure
The Rerans do not really have a caste or class system like many other species, rather everyone is considered equal, and to get farther in society, you need to make great contributions and have a great intelligence.

Reaction to Aliens
Ever since the Rerans first entered the gate they have theorized about the possibility of other sentient species. Their main reaction is to hold position and attempt to establish a line of communication, via translating the alien’s language or space charades. After this they try to discover as much about them as possible, and attempt peaceful relations.

Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate



Is done, however I did notice that non of the techs have cost values attached.
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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WORK IN PROGRESS

(15 unused cultural affinity points)
Warmongerers / Military Production: 5
Scientists / Research Income: 10
Theologians / Faith Income: 0



Race Name: The Librarians
Name of Faction: The Empire of Knowledge
Government Structure: Hierachy

Race Biology: They have a strange atmosphere that they can breath in, made up of a strange, yet easily created gas. This gas is produced by plants on their planet, and is essentially so radioactive that it'd make a man pass out with a single breath, and probably kill him in an hour or two. They eat both plants and animals, and both hunt and farm them. Whether or not they were like this because of a war or a natural reason is unknown. They also work on a scale similar to my Valkian nation- they work 6 sun cycles, and sleep one, work 6, sleep 1, etc.
THE QUEEN CASTE: These are the ones that rule; they are the final form, and make important decisions. All Queens are linked telepathically across space.

THE LIBRARIAN CASTE: These are the middle forms, and do not number very high, though certainly more than Queens. These are scientists, researchers, designers, etc., the ones that think. They also act as lieutenants to the Queen, to carry out decisions or make their own to gain the goal given by a Queen.

THE WORKER CASTE: These are the most numerous, long-lived forms, and are the ones that reproduce, work, fight, and are religious. In religion, they simply believe that all Queens are descendants of the Gods, and carry out the Gods' wishes believing that, despite knowing that any one of them may become a Queen, they are doing the chores of a God.
Cultural History:
Social Structure: The Queens stay in their own fortresses/palaces, and there is currently THREE on the home planet, guarded by automated defenses and Librarians. These Palaces are often known as "Palaces of Knowledge," for they are all scientists, and these palaces are like a giant library for everything they've every known. Every story, every find, every mineral, everything that has ever been known is all kept in the Palaces. Each Palace has EVERYTHING known; the Palaces are structures that rise high into the sky, and even deeper into the ground to accomodate. Librarians live in and around these areas, or 'Local Knowledge Centers' where Workers can bring their discoveries and the like to submit to an area library, which has all its information and data collected sent to the Palaces. Workers are the primary population, doing everything from growing and hunting food on their industrialized planet, to manufacturing goods and supplies and building everything according to the Librarians' blueprints. Celebrations are erratic and are not set in stone; when there are great harvests, regardless of the time of year, there might be a three suncycle warning before the celebrations begin.
Reaction to Aliens: Strange new creatures! What are these?! What secrets do they hold?! WE MUST STUDY THEM! Go, we must explore everything, how they live, how they work, EVERYTHING!

Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate:
Hidden 10 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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Well,m it's time to be original in a highly unoriginal way.
Hidden 10 yrs ago Post by Balena_Rex
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Balena_Rex *I wish I was I can I who*

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(15 unused cultural affinity points)
Warmongerers / Military Production: 3
Scientists / Research Income: 4
Theologians / Faith Income: 8

Race Name: Lunaras

Name of Faction: The Holy Kingdom of Luna

Government Structure: Theocracy (Like the Vatican)

Race Biology: Appearance, what do they breathe / drink / eat etc.
They drink a type of liquid found across there homeplanet and some of the surrounding solar systems called Cakocoka. They eat any meat they can get there hands on as long as it is not there own.
Appearance:

Cultural History: Should loosely reflect your cultural affinity stats, write out a story on how it got the way it is.
The Holy One and his close family stay on one palace on the home planet, Guarded by a group of special soldiers called Holy Guards. This Palace, which is really just a temple for the Holy one, is the largest building in there kingdom, some days it even reaches above the clouds. People say the original holy book of there religion, the Lunararora, is hidden in the palaces catacombs, and when a Holy One discovers it, that will mean the end of days. The distant family of the Holy one live around the Palace, while they are also on watch, they are not as closely watched as the Holy One himself. The Primary Population is Economic Involvers, so when they put there mind to it, they can boom.The Priests in training live in cities called citadels in which no connection to the outside world is allowed, these cities are dark, but when the priests finally pass training they may move to wherever they like and they may start the holy worshiping. Science, while not as important as Religion, is still a good practice, the typically studied things are how to prove the Heretics wrong, but they also research ways to make more money. Military, they don't really care about, but still, about 5% of the population are in the military, so if a war does break out, they should be prepared.
Social Structure: A social Hierarchy, with the leader, the top priest, at the top with the cardinals on the bottom, looks like this.

Reaction to Aliens: MUST BE CONVERTED, CONVERT EVERYTHING!

Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate

The Discoverer ship flew towards the gate, hoping to see the other side. The Discoverer held the best scientists in there kingdom, these people not only wanted to see what was on the other side, but if there god was there waiting for them, with his embrace out. They thought about how the Heretics would despise them for proving them wrong, and how many wars would be broken out over the madness. But what they saw on the other side amazed them.

Lights, lights everywhere, blinking, pulsing, like little bulbs in the sky. This must be a message from the God, about how this is there final goal, these lights are what they need to harvest to summon him.

The scientists on the Discoverer where amazed, writing messages for the leader, this was it, this was all the proof they needed.
Hidden 10 yrs ago Post by Sovi3t
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Sovi3t Obamacare

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Hidden 10 yrs ago Post by Balena_Rex
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Balena_Rex *I wish I was I can I who*

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Sovi3t said
Work In Progress


HERETIC!
Hidden 10 yrs ago Post by darkwolf687
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darkwolf687

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I must ask, how would combat work?
Hidden 10 yrs ago Post by mpjama2
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mpjama2

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(15 unused cultural affinity points)
Warmongerers / Military Production: 15
Scientists / Research Income: 0
Theologians / Faith Income: 0

- Players begin with 100 Science Points
- Players begin with X * 10 faith with X being their faith stat

Race Name: L.O.C.U.S.T

Name of Faction: L.O.C.U.S.T Conglomerate

Government Structure: Autocracy.

Race Biology: The appearance of any Locust varies wildly, but the standard template for a Construction Drone is a mechanical torso with arms and a wheel instead of legs that attaches to rails that go along and inside Locust constructions. The Construction Drone is by far the most common form of the Locust.

Cultural History: In a binary star system, where stars much like ours orbited eachother, there were two races. There was a carnivorous race of warmongers who lived on a lush jungle world, and there was a race of scholars that lived on a moon that barely supported life orbiting a gas giant. Over competition of resources, these races came into conflict. The carnivores made the L.O.C.U.S.T swarm, and they were able to defeat their foes. The scientists wiped out the carnivores with a great manufactured plague. Eventually, both sides AIs eliminated all sentient organic life in the star-system. Soon afterwards, the Locusts prevailed over the AI of the scavengers. With it's primary directive complete, the Coordinator began to pursue his secondary objectives which were related to the expansion of the Locust war machine. They devoured the cities for scrap material, leaving no trace of their existence. They harvested all of the plants on the surface of planets for biofuel. They extracted tons of minerals from the planets, moons, and even the asteroids of the system. For the next fifty years, the Locusts produced nothing but ships for their fleet, and the infrastructure to support it. They had produced an awesome fleet, one bigger than any other since the fall of the T3 civilizations. But, in that fifty years they also had almost depleted all of the resources in their system. The coordinator realized this, and shut down production. The race would remain dormant for 200 years, while telescopes scanned the sky for other objects to find resources. Eventually, they saw the first Dyson sphere collapse. The race was awoken from their slumber, and they began a frenzy of construction to send the entire race to this new star-system. However, they had stumbled across the jump-gate to the galactic core, and that brings us to the events of this RP.

Social Structure: The coordinator has absolute say in any decision, but delegates tasks to multiple managers. The managers are AI's in charge of at least one ship, and obey the coordinator unquestioningly. However in the interstellar era, messengers are required to bring orders from the coordinator through jump gates. So often each manager will be loyal to the coordinator, but largely self-autonomous due to the gap in communication. Soldier-Drones and Targeting AIs are gifted sentience, but they follow their duties without question. Worker drones, are also blessed with self-awareness, but they are not nearly as intelligent as the others. There is no class mobility. If a L.O.C.U.S.T is built a soldier, then it will remain so the rest of their lives.

Reaction to Aliens: In all honesty it depends on the manager that is encountered, but most managers will interpret the Coordinator's directive of 'expand' as don't let anything get in your way. So often the response to Aliens is to leave, and then return with an overwhelmingly large fleet of ships and blast them out of the system.

Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate: A scouting drone rotated while taking pictures of the galactic core. After it had taken multiple pictures of all perspectives, it simply flew back into the jump-gate.

Technology (A note on the Locust's tech. As self-replicating military and construction drones, they will never research any new tech, ever!):

Tier 1 techs:

Quantum Computing: Locust computers are so advanced, the computing power of a 21st century supercomputer would fit into one Locust computer chip. Because of this, almost all Locust tech is fitted with at least a few computer chips. Doors, guns, welders, you name it. Every single piece of Locust tech has blueprints for all generic Locust designs of ships, mining equipment, guns, and etc. Anything that was designed by a particular Locust manager (which never uses any new tech, think of different kinds of swords, although a Katana is different than a European broadsword, they are constructed very similarly and meet a similar purpose. In this analogy, no manager would ever invent a gun to replace these weapons.), will be downloaded on all Locust tech that the manager owns and all Locust tech that has contact with that manager's drones. By contact, I mean within the same star-system. In short, Locusts treat computers like we treat electricity. A pervasive source in the walls that we always expect to be there that helps us with daily tasks.

Particle Manipulation: Gotta be able to manipulate particles for nuclear fission.

Robotics: The Locusts are robots, and are used to build just about anything.

Ballistics: The Locusts without fail like using AI-guided nuclear missiles at a target from very far away. The Locusts also use AI-guided missiles to shoot down enemy missiles. In the case of bullets however... They are kinda screwed. But Locusts expect to be able to detect enemies before they get too close. 100 km is considered the optimal range for engagement. Lasers are a secondary weapon used by the Locusts, used to supplement missiles. They are far weaker than Missiles, even those without a nuclear payload. But they can assist the fleet in getting the job done.

Tier 2:

Artificial Intelligence: Most Locust computers are self-aware, and can reason through problems. Since Locust computers are so ubiquitous, almost all Locust tech is self-aware. Albeit, the AI in a door for instance may only be the equivalent of a 5 year old's intelligence, they will still attempt to kill intruders. Weaponry ripped from a Locust ship will attempt to kill any non-Locust who tries to use it. Locust equipment in the hands of an outsider will deliberately fail at best, and attempt to kill the outsider at worst.

Orbital Ballistics: In the case of interplanetary warfare, the favorite strategy of Locusts is to fling massive asteroids at the planet. These asteroids are also accompanied by AI guided missiles that are meant to shoot down any attempt to blow up the asteroid.

Industrial Robotics: Locusts are Robots, and build anything with Robotics. In particular, worker drones glide across maintenance rails on structures adding improvements and fixing damage.

Tier 3:

Adaptive Thought: Locusts are absolutely rigid in their directives, however how they accomplish their directives is not so rigid. A Locust that fails a task attempting one approach will attempt another. However, disobeying their prime directives is unthinkable. Obeying the coordinator is as natural to Locusts as eating and sleeping is to humans.

Asteroid Mining: Locusts mine through asteroids with terrifying efficiency. Within 50 years they almost depleted the resources of their own system.

Orbital Platforms: Locusts build three classes of orbital structures: space-elevators, solar farms, and factory complexes. Space elevators efficiently carry cargo from and to the surface without expending nearly as much fuel as a rocket. Solar-Farms provide the bulk of Locust Energy needs. While a Dyson Sphere is more efficient, the creators of the Locusts put in a directive preventing them from building on around the binary system, because they would rather have their suns still shine thank you very much. Factory complexes produce everything that is required to build space-craft. Anything that is used planetside is usually produced there. These factories often orbit mineral rich objects within a solar system, and move whenever that object is depleted to a new one.

Tier 4:

Orbital Construction: Most of Locust Tech is built in space, for space. Massive factory complexes produce Locust Ships.
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Heretics, puh-lease

Now tell me all your secrets

Hidden 10 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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mpjama2 said
Warmongerers / Military Production: 15


You're fucked.
Hidden 10 yrs ago Post by Goldeagle1221
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Goldeagle1221 I am Spartacus!

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Warmongerers / Military Production: 0
Scientists / Research Income: 1
Theologians / Faith Income: 14

Race Name: Munus (The Muni)
Name of Faction: Pax-ra
Government Structure: tetrarchy
Race Biology:

The Muni are human like in stance, anatomy(two legs, two arms, hands) and posture, but tend to be taller and usually lean (with exception). Their bodies are bare and wrapped in milky white, soft skin able to feel heat differences in immediate areas. Also they have sensitive black whiskers jutting from their joints, down their back and neck, and behind their ears, females are the only gender able to grow hair elsewhere, on their heads like an average human. Their eyes are like dark polished jet that reflect aggressively when light is shined upon them. A Munus’ teeth are numerous with long sharp front teeth, perfect to ripping and grabbing, while the back are harp as well but much more for sinking into food and working already bitten off bits of food, this of course reflects a once very aggressive appetite, ironic to the graceful Muni’s peaceful, passive nature. Their native lands are thick with smog and gase, giving the area a seemingly endless night and causing the Muni to adapt with their feeling whiskers, heat sensitive skin and nocturnal eyes, but also with filtered lungs that are able to take quite a smoky beating.

Their muscular structure is not amazing, but it is impressive. The average human has an awesome endurance provided by a hard hunting past involving days of uninterrupted movement and exertion, while the Muni in contrast live in a relatively shaded and hard to see enviroment, making quick, powerful movements more favorable than tough long lasting abilities, causing the Muni to have piston stength movements, unbelievable acrobatics agility and swift grace, but to tire quickly physically, and have extremely low pain tolerance.

Cultural History: The Muni are nocturnal hunters by nature, and being equipped with some of natures finest genetics for hunting, they never sought outstanding amounts of technology, and with their easily tired physical prowess, long violent excursions from sports to war, never interested the seemingly lazy civilization. Despite their deadly night prowls they consider themselves peaceful, content, and happy, having everything they would ever need. In their amazingly large amounts of free time due to the settled peace they focused their energy more on thought, but not of research and science, but of philosophy and religion.

The Muni have a complex religious system honed to a sharp point, and recognize it in every second of their life. The general themes are love, and compassion. Since they have super sensitive skin and able to actually feel those around them with every inch of their bodies, they have grown extremely social, emotional and revere friendly interaction, commonly hugging and physically touching complete strangers. The central idea of Muni belief is a oneness with all and the belief of an “I” to be foolish, thus giving birth to a very close and friendly civilization, one of long open debates and friendly chats of many Muni hugging, rubbing, and holding each other in public forums, or traditional social bond making hunts, where the prey are revered and felt guilt for after the demise, a divine comedy of life.

Social Structure: On their warm dark nocturnal planet of gas and smog, the Muni have developed a strong sense of family, tending to live together in large houses usually connected to a neighboring family. Forums are the center of the social structure, and where the Muni discuss new ideas they pondered in recent meditations. Public baths are also pretty popular, and public nudity is hardly offensive in them, as the Muni tend to wear very little to begin with on account of their sensitive skin and whiskers.

The four leaders represent the voices of the Muni and are descendants from a long uninterrupted forum appointed leaders, who prove themselves on more dangerous hunts and through many religious rites until the major forums of the largest cities are satisfied, but otherwise the government is quite lax.

Reaction to Aliens: Probably a hug, or run away into some smog somewhere and hide.

Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate: "Holy shit."
Hidden 10 yrs ago Post by mpjama2
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mpjama2

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Keyguyperson said
You're fucked.


Heh. Get rekt. Figured I wanted to play some bad guys for once. But these guys never research anything, so on the plus side, they will get outpaced in tech eventually. But ya gotta love nuke-slinging Ghandi-robots.
Hidden 10 yrs ago Post by Zamiel
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** Fixed tech that stems from Particle Manipulation to what if was supposed to be, Particle Fields

This is how combat will work, and will also be put into post one:

At the end of each three-day tick (in addition to science and faith updates) each player will receive a "Fleet Strength (FS)" that I calculate on my end. This number will be a result of raw military power modified by bonuses that I derive from science and religion. Fleet Strength represents the aggregate total fighting power of a majority of a race's ships.

Combat calculation occurs when two or more players engage in fleet vs. fleet combat (ie. it applies only to large scale fights). This is up to interpretation, but it is implied that it is between two race's core fleets that represent a majority of their military statistic and thus can only be in one place at once. Other engagements fall fully under roleplay and should be worked out by players involved.

Simply put, the player who has a higher current Fleet Strength wins the engagement. Both players will have lost ships during the fight - thus both receive a negative change to their Fleet Strength. The player who has won the engagement loses 20% of their Fleet Strength, while the loser loses 50%. The result of this system is that although it is difficult to be completely obliterated over each three-day tick, you become very unlikely to conduct successful fleet actions henceforth until the start of the following three-day tick at which time your Fleet Strength is refreshed. Aggressors receive a smaller loss that makes engagements a more strategic venture. Allied race may choose to conduct a joint fleet operation that results in their Fleet Strength being added together for combat calculation.

Currently it is very simple - winner loses 20%, loser loses 50%. In the near future I may make a small html calculator that does more complicated calculations that determines Fleet Strength loss via the difference in between the two before combat, (albeit a fleet 10x the size of another will lose a lot less that 20%).

After each three-day tick when science/faith is updated in my post, I will include an updated Fleet Strength for each race that represents them constructing more ships to replace those you lost during the previous tick.
Hidden 10 yrs ago Post by Zamiel
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mpjama2 said
Heh. Get rekt. Figured I wanted to play some bad guys for once. But these guys never research anything, so on the plus side, they will get outpaced in tech eventually. But ya gotta love nuke-slinging -robots.


I like your race a lot, though I did not expect someone to choose 0 science haha. I will likely add a tiny base science gain, or a mechanic to uncover a tech from vanquished foes before we start because otherwise you would be left behind rather quickly as soon as people create bigger guns like MAC cannons. I love Civ5 by the way, which one do you prefer?

Currently I am planning on an IC within two days time, which will be plenty for me to fill in a couple blanks!
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Well, what about strategy? A smaller force can destroy a larger one with much better planning and tactics. If a small group of very fast, lightly armored ships used FTL to appear very close to a large capital ship fleet, they could fly through the formation and do nothing but dish out damage, while the enemies may scramble and end up shooting themselves, or even accidentally ramming each other.
Hidden 10 yrs ago Post by darkwolf687
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WilsonTurner said
Well, what about strategy? A smaller force can destroy a larger one with much better planning and tactics. If a small group of very fast, lightly armored ships used FTL to appear very close to a large capital ship fleet, they could fly through the formation and do nothing but dish out damage, while the enemies may scramble and end up shooting themselves, or even accidentally ramming each other.


They might perform hit and runs too, which is difficult if combat is just going to be a throw all your junk at each other. They could also try to sabotage etc, though I assume all this would fall under rp'ed fights. I think his calculation method is for battle battles, like big fleet battles with ships of the line and all xD
Hidden 10 yrs ago Post by Zamiel
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What darkwolf said, and if both/all players agree to a certain result of ANY battle regardless of size then you can skip comparing Fleet Strength. If you want to play out a story with your Ace bomber pilots wreaking havoc on somebody else and you two agree then it is full steam ahead! The purpose is to keep it away from: "lol i hop in with super ships and autohit rek u kid" so that those who play for the story have an easier time against those who... don't.
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