@AmongHeroes and @SgtEasy are both accepted. Yours names will shortly be added to the OP and the map updated with your positions.
@Willy Vereb, while the space creature thing might normally be considered an anomaly, I'm afraid it's far too localized in nature. Our little cube of space has a volume of more than five-hundred and twelve trillion lightyears, and our nations have bigger things to fry and then eat. Anomalies, for the purposes of the RP, should be large enough to be noteworthy to everyone in the region.
Well, you may need to watch more Star Trek and popular sci-fi in general. Weird space creatures with abstract biology (if ou can even call it as such) and capabilities that match or even surpass starships are relatively common.
As for the area, I thought about it being their territory for hunting. Otherwise because we talk about creatures that can move (and perhaps may even capable of FTL) you can't really put down their location.
EDIT: Also I found a convenient calculator for distance: http://www.calculatorsoup.com/calculators/geometry-solids/distance-two-points.php Just set the first coordinates to 0,0,0 and then measure the difference between each coordinate of your target. AmongHeroes is for example X=133, Y=67, Z=200 away from me. According to the calculator that equals the 3D distance of 249.35 pixels AKA 24,935 lightyears. IIRC that means I won't meet him unless I travel straight towards that civilization for over two weeks straight, assuming top tier FTL speed.
<Snipped quote by Terminal>Well, you may need to watch more Star Trek and popular sci-fi in general. Weird space creatures with abstract biology (if ou can even call it as such) and capabilities that match or even surpass starships are relatively common.
As for the area, I thought about it being their territory for hunting. Otherwise because we talk about creatures that can move (and perhaps may even capable of FTL) you can't really put down their location.
I was really bummed when they killed off the Crystalline Entity.
Fascinating as that was to the Federation though, and as dangerous as it was, the fact of the matter is that it was a footnote to a massive interstellar nation. You can include any number of such creatures as ambient background details (True Vacuum Shenanigans ho), localized events and dynamic incidents (it might keep popping in to say hello whenever you meet with Nation X or it might be harassing your border outposts) and within your own nation's territory, but they are not going to get actual map-space dedicated to them. Sorry.
In essence, 'Map Anomalies' is a category reserved exclusively for big wacky energy vortexes and similar anomalies of that nature. Think the Nexus for example (although I think we can agree that was definitely not canon).
EDIT:
Yep, that calculation is correct. Good to see people are interpreting the map correctly.
I was really bummed when they killed off the Crystalline Entity.
Fascinating as that was to the Federation though, and as dangerous as it was, the fact of the matter is that it was a footnote to a massive interstellar nation. You can include any number of such creatures as ambient background details (True Vacuum Shenanigans ho), localized events and dynamic incidents (it might keep popping in to say hello whenever you meet with Nation X or it might be harassing your border outposts) and within your own nation's territory, but they are not going to get actual map-space dedicated to them. Sorry.
In essence, 'Map Anomalies' is a category reserved exclusively for big wacky energy vortexes and similar anomalies of that nature. Think the Nexus for example (although I think we can agree that was definitely not canon).
EDIT:
Yep, that calculation is correct. Good to see people are interpreting the map correctly.
I see. To be honest, given the actual scale of things here the map objects are just plain HUGE. In some cases I can understand this but the neutron star anomaly and supernovae are apparently spreading for tens of thousands of lightyears here. Not even Star Trek was so wacky with these things (although the reboot movies introduced an antimatter supernova which had chain reaction BS where everything it consumed added further fuel for it to propagate --- apparently).
I get that otherwise they'd be almost undetectable but I suggest scaling them down a little and show their actual territory with a point or circe within the graphic. Alternatively we can drop the color code for our nations and just stick arrows between the point of our location and our player names. With that you can use colored dots for magnetars and supernova remnants. This also gives you the chance to place far more of these anomalies on the map.
<Snipped quote by Terminal>I see. To be honest, given the actual scale of things here the map objects are just plain HUGE. In some cases I can understand this but the neutron star anomaly and supernovae are apparently spreading for tens of thousands of lightyears here. Not even Star Trek was so wacky with these things (although the reboot movies introduced an antimatter supernova which had chain reaction BS where everything it consumed added further fuel for it to propagate --- apparently).
I get that otherwise they'd be almost undetectable but I suggest scaling them down a little and show their actual territory with a point or circe within the graphic.
The Supernova Remnants and the Magnetars could probably stand to be smaller, yes. I'll see about trying to find replacement imagery for them, or else alter the preexisting images to a more appropriate size.
The Supernova Remnants and the Magnetars could probably stand to be smaller, yes. I'll see about trying to find replacement imagery for them, or else alter the preexisting images to a more appropriate size.
Alternatively you can try my other idea. The colors would be for small anomalies (green = magnetar and yellow = nova remnant, for example). Meanwhile you use white for player locations draw an arrow or something between their name and the point of their territory. Alternatively you just put the names close enough that it's obvious where they belong.
Another idea could be the use of white/grey dots for nation locations + names but while you keep a third/fourth map with nothing but the players with color codes. Just to erase any sorts of ambiguity.
<Snipped quote by Terminal>Alternatively you can try my other idea. The colors would be for small anomalies (green = magnetar and yellow = nova remnant, for example). Meanwhile you use white for player locations draw an arrow or something between their name and the point of their territory. Alternatively you just put the names close enough that it's obvious where they belong.
Another idea could be the use of white/grey dots for nation locations + names but while you keep a third/fourth map with nothing but the players with color codes. Just to erase any sorts of ambiguity.
The idea of the map is to give a complete reference, so anomalies and nations should be included together. While I considered your possibilities, I'm pretty sure I can resize everything neatly just from some basic image manipulation in the last minute or so. The anomalies should look and feel much smaller, and allow for placement of many more, without having to recolor every poster name - which would make them harder to distinguish for each other. I may resort to that if the anomalies prove to be unmanageable otherwise, but currently it's just not necessary. Thank you for the input regardless.
The Unity of C'ran is a heterogeneous state, therefore being more varied than some nations but less diverse than others. Before the collapse of the False Vacuum, C'ran was an isolated power, having never encountered any other civilizations in its vast galaxy, leaving the three species of the nation alone in a sea of stars. With the emergence of the True Vacuum universe, C'ran seeks to assert itself, utilizing the developed infrastructure of their territory to further expansion into the stars in a semi-militaristic manner
Densely populated and inhabiting a wide array of planetary environs, C'ran expands slowly but effectively, harnessing vast amounts of resources and personnel to secure and develop colonies before advancing forward. However, expeditionary units travel among the void, establishing control over nearby star systems so as to ease transition and prevent any possible outsiders from claiming C'ran's future territory.
Despite the territories controlled and the time which the Unity has spent among the stars, the population density of the nation is rather low for an advanced nation, leaving it with fewer citizens and potential soldiers than other nations.
C'ran was fortunate during the collapse of the True Vacuum, seeing their entire territory transplanted into the new True Vacuum universe unlike some other nations. Before the Collapse, C'ran held twenty-nine systems and approximately forty-two colonies of varying size, most fairly developed, although some are little than mining and extraction stations. In addition to these colonies, there are thirteen territories administrated by C'ran that are not completely integrated into the Greater Unity.
Separate from the held territories are several extra-Unity systems patrolled by C'ran military units, scouting potential colonies and forming a front against possible encounters with other nations. Their slow rate of expansion and previous mining endeavours leaves massive amounts of resources within controlled systems and a plethora of new locations to exploit.
C'ran's home system, Marukesh, hosts a main sequence star of approximately 2 solar masses with eight orbiting planets. Of the eight, only three are inhabited. The first of three inhabited planets is Allaris, a volcanic world of two Earth masses toxic to most creatures that are not adapted to the conditions of the surface. In addition, it is the home world and former capital of C'ran.
Second of the inhabited planets is Sarok, a world very similar to Allaris. Approximately one earth mass, this planet now serves as the capital of the Unity of C'ran with a majority of the civil structures built away from the most active regions. The fourth most populated planet in C'ran, most habitations are built below ground although a significant presence is still maintained on the surface.
The final inhabited planet in Marukesh is Narth, a world more akin to ones inhabited by other human-like races. 1.2 Earth masses, the planet is home to a majority of the non-Sakari that inhabit the Marukesh system as the volcanic planets are usually viewed as too hostile for extended stay by the other species of the Unity. Much of C'ran's military research occurs on Narth and Allaris due to their centralized and heavily guarded location.
Semi-Elective Oligarchy: The government of the Unity controls a medium number of societal functions, primarily that of healthcare, public services such as transportation, and general regulation/law-making. A council of twenty-nine members oversees the overall management of the nation. Three of the seats are permanently given to the Etharias Consortium, who can assign the seats in whatever manner they desire. The remaining twenty-six seats are initially chosen by popular election and subsequent terms maintained in such a manner. However, the Council members may decide to appoint a member to a position arbitrarily if a majority of the current Council agrees with the proposed member.
The thirteen administered territories are home to the Drones, not fully integrated into the rest of the Unity. Treaty maintains that the semi-independent territories may govern themselves, but are subject to oversight by Council-appointed officials and hand over all military and extra-national negotiations to the Council. Full union was never achieved after a short yet bloody war between the Unity and the Drones in which Unity forces accomplished nothing better than Pyrrhic victories, causing them to seek a compromise of peace with the Drones. Despite earlier conflict, the Drones seemingly serve the rest of C'ran well.
In secret, the Drones are responsible for many of the sweeping legal actions in the Unity due to the fear they instill within the Council. What most do not know of the Drone War was that C'ran nearly crumbled, making all efforts to keep the Drones constrained within the system. The highest military authorities believed that if the Drones applied a concerted action rather than almost nonchalant defense, the entirety of the Unity could be overrun within weeks. As such, extreme authority was given to the Cortex, the central control system of the Drone Complex. Consultation of the Drone representatives is mainly a perfunctory action, the requests of the Cortex having been made clear to the highest of the Council before sessions begin. Many acquiesce to the will of the Cortex, admiring it for the improvements administered to C'ran. However, certain elements wish to free themselves of its grasp...
Special Subsidiary Bodies The Inspectorum: Part Internal Affairs and part Inquisition, the Inspectorum oversees the other branches and conducts the clandestine operations of the Unity. They have the power to do whatever is necessary for the greater good of the nation, no matter the cost in lives or resources.
The Extranus: Responsible for commerce and some foreign policy, the Extranus is unique in that half of the branch is composed of members from the Etharias Consortium.
A long-lived species, an average Sakari would live two-hundred odd years. With the advancement of technology and genetic manipulation, this has extended the lifespan of an individual to approximately four-hundred years on average, with several longer-lived persons approaching seven-hundred years of age. A bipedal, humanoid species, the Sakari are similar in appearance only to humans. Due to the nature of their homeworld, Allaris, the Sakari physiology is adapted to operate in a variety of conditions. The body can withstand temperature ranges from twenty-three-degrees Celsius to seventy-one degrees Celsius comfortably, beyond which biological functions begin to break down. Able to process carbon mon/dioxide, oxygen, sulfur, and nitrogen with their respiratory system naturally, the Sakari can inhabit a wide array of planetary biomes. Due to the expansion into different types of planets, there is no one true example of Sakari physiology, although the classical model is generally utilized as a representation.
The Sakari are naturally psionic to a small extent. All members of the species are latent psionicists, although only certain individuals manifest these abilities in a visible manner. The primary use for the psionic abilities is telepathy and telekinesis, with all Sakari being able to send messages in a small radius around them. A field exerted by the Sakari brain enables individuals near each other to operate in cohesion with much greater efficiency as all members are aware of the actions and thoughts of others, albeit in a limited manner. Psychic abilities work through a natural field emitted by the brain of a Sakari, a result of specialized development through evolution. These psychic fields can only interact with other psychic individuals or objects when sending information, limiting telepathy to the Sakari race. Telekinesis normally requires amplifiers to allow manipulation of large objects, the natural field being too weak unmodified to handle much larger than a chair in most cases.
The first species to be discovered by the Sakari upon their leap into the pre-Collapse universe, the Grecians are intelligent eusocial insects, exhibiting intelligence on par or just below that of 21st century humans. Originating from an Earth-like planet with three times the gravitational pull, the Grecians are strong individuals on average. An average worker form is about three and a quarter meters in length and two in height with a weight of five hundred pounds, with warrior forms being slightly larger and heavier with a more developed exo-skeleton. Able to breath oxygen and nitrogen, the Grecians have foregone genetic manipulation, instead relying on technology and natural evolution to adapt to hostile conditions.
Two large antennas extend backwards from the Grecian's head, utilized for pheromone-based communication with other Grecians and enhancing their perceptory senses. Their chitinous coverings are formed from a carbon-based compound, resulting in an extremely durable natural defense. A decentralized nervous system allows an individual Grecian to operate after losing the brain, although this will prevent any regenerative function if the wound is cauterized, resulting in the eventual death of the individual as they are not able to absorb further nourishment. Biologically immortal due to their regenerative functions, most Grecians nevertheless die without seeing one hundred years of life from bio-recycling into other forms and death by combat.
The Drones, much like the Grecians, are a "species" with no true form, adapting different individuals to perform certain functions. A species in name only, the Drones are robotic constructs, a product of a Singularity event from their distant past. Entirely synthetic, no Drones have been recorded to be biological or semi-biological to this date. A singular entity controls the entirety of the Drone system, although responsibilities are assigned to lesser constructs for the purpose of efficiency. Most Drones are without conscience, simply created to perform a duty, although a rudimentary AI enables them to interact with other creatures. Advanced Drones utilize an AI system that performs as a brain, affording these individuals emotions and the other mental capacities and limitations of biological creatures, although the robotic system eliminates several of these.
An aluminum-titanium compound is utilized for most forms as extreme durability is not normally required, although construction materials varies depending on locale and purpose. Combat forms are built of tungsten-carbide frames and layered with ceramics and further tungsten-carbide sheets. Tampering with the AI of a construct or attempting to interface with the greater network without permission results in the destruction of the Drone, ensuring the safety of the Drone system.
Overview: The Sakari culture values athleticism and fidelity above anything else. Competitions are a common sight and, while respected and conducted often, remain private affairs between the competitors. Results are only released if both groups agree to such an action. Sakari architecture is designed to complement the surrounding area rather than dominate it. Buildings are shaped with curves and natural materials and powered by renewable sources. Those near mountainous or hilly areas are tall and slim, while those in flatter regions follow the gentle slope of the land, curving around natural areas. Clothing is simple yet elegant, designed to monitor health via small telemetry sensors. Made out of synthetic fibers, each style is specific to a family or guild, with color, marking, and cut denoting certain achievements, relations, or status.
Food takes a similar approach as architecture, utilizing subtle herbs to accentuate the natural flavor of the main meals. Meals are always provided as one large serving as each dish is meant to complement the whole. Art is quite prevalent in Sakari culture, most often displayed in the mode of sculpture or music/dancing. Artists are respected throughout the Dominion, given higher social standing than most other people. Military members and religious figures hold the highest standing of all.
Bodily modification is common to the point of universality. Few individuals will not seek some form of enhancement or change to their originally biological body. Most often, these surgical procedures are administered by the medical units of the Drones with oversight from family members and government officials due to a deeply-seeded slight mistrust of the Drones because of their past resistance. Most often, cybernetics are added over the span of an individuals life, replacing failing organs or lost limbs to enable full functionality. This allows increased longevity, although most choose to stay partially organic, despising robotic immortality in favor of natural death. Basic modifications, applied at birth to all citizens, are delayed, slow-release steroidal implants and bio-synthetic musculature and bone structure, making the average individual much stronger, faster, and healthier than they normally would be.
Although the Grecians have adopted the general culture of the Sakari easily enough, the Drones remain aloof. Their culture, if it could be described to exist, revolves around self-preservation and improvement of the Drone Complex as a whole.
Religion: The Church Vaterni, subscribed to by approximately 37% of the Unity's population, holds power in various areas of daily life, especially that of conduct. The primary area of difference between the general culture of the Unity and the writs of the Vaterni is in how one regards the wider universe. Unlike their brothers who view the universe as simply another situation to attend to and manipulate, followers of the Vaterni are at once bellicose and benign. Rather than simply exert influence over other nations, Vaternians wish to directly rule over other possible civilizations and provide them with what the high clergy view as the best state of life..
In the age of ending shall there be a beginning. And in this beginning will come a change. Unity shall come to the stars and all that you see will be yours.
-Inscription by an unknown author, hidden within the holy texts of the Church Vaterni
The Etharias Consortium: The Etharias Consortium constitutes the largest non-governmental organization in Unity space, a massive conglomeration of companies under one banner that is responsible for a vast number of day-to-day functions within the Unity. Despite their size and power, they do not supplant all smaller businesses due to restrictive laws set in place by the Council.
The Church Vaterni: A religious organization originating within the Grecian species, a significant minority of the Unity- both Sakari and Grecian- follow the Vaterni Church and it's teachings of supremacy, creating a slightly xenophobic tension within the Unity.
Under Construction
For a majority of the public, the collapse of the False Vacuum has been nothing if unnoticed. No pretense at secrecy was made by the government of the Unity, officials revealing the sudden and unexpected change in the surrounding universe in a rather blunt manner. Some worry about possible encounters with overly-belligerent species, causing a slight spike in military production and activity which currently continues. Others see the creation of this new universe to be a wonder, allowing unprecedented opportunities, especially for trade and expansion. Concern is generally limited to the higher-level officials. A rise in subscription to the Church Vaterni has been noted following this event, the Collapse being viewed as a holy event.
Technology: The Unity is a nation of machine and flesh, the two concepts having long ago melded into a new concept of life, one that seeks to reach the perfection of transcendence. As such, many of their technologies mimic and supplement biological functions while others are purely robotic in nature. Time and gravity manipulation is a common feature within the Unity, accomplished through the use of non-baryonic substances (dark matter and energy) to create areas of gravitational compression or expansion, which in turn is utilized to accelerate or decelerate time within a certain area. No true shielding technology exists within the Unity, instead relying on the Non-Baryonic Field Emitters' faint interactions with particles and "hard-light" structures' natural strength to survive enemy attacks.
The DPR generator is the means by which almost all of society in the Unity is supplied power, utilizing what one could dub "predatory" techniques to collect the energy required for operation. The DPR generator works with the collection of vacuum energy from alternate realities through a self-sustaining dimensional opening. However, the massive amount of energy required in sustaining and utilizing vacuum energy processors limits the reactors to larger installations and vessels. In the process, other dimensions are slowly consumed as their energy is subsumed into the True Vacuum universe. The second method of operation utilizes a small gravitationally-dilated dimensional pocket which contains a black hole. To avoid the release of these forces, the dimensional pockets are designed to collapse upon themselves should any damage come to the generator, meaning a new black hole must be generated/acquired for this secondary function to be utilized. A similar problem exists as with the vacuum energy function, preventing scaling down. Virtually all energy-requiring devices in the Unity are powered through wireless functions that transmit energy from these facilities.
A sinister-sounding yet mostly benign device, the Annihilation Generators utilizes controlled matter-antimatter reactions to generate power in large quantities. As a byproduct of the annihilation, a fusion reaction is induced in the surrounding atoms, creating a two-fold power generation procedure for increased efficiency. Despite the simplicity and usefulness of the engine, it is utilized only as an emergency power source should both of an SDR's generators fail.
PCUs generate what would be called hard-light by some peoples, a composition of solidified photons by forcing the photons to exist only as particles in a specific area rather than as a wave and particle through the use of a gravity-time field emitted from the device to stabilize the photons in their position. Because of the inability of the photon to escapes, the "hard-light" is generally invisible except for a small shimmer around the edges of the field where energy can still bleed through. However, the hard-light can also appear pitch black as light is absorbed but not released. Utilized in many areas of construction, the stasis fields of the "hard-light" constructs allows them to absorb energy efficiently, making them a natural armor of extreme durability, although sufficient energy will overload the stasis generator. PCUs are also commonly placed in weapons, used to jacket clumps of anti-matter when in atmosphere, the stasis field collapsing upon hitting an object of sufficient mass or when enough of the internal energy has bled away, causing the anti-matter to charge to detonate violently.
S/P Engines utilize the SDR generators as a direct source of energy, with either the accretion disk of singularity or the EM radiation of the neutron star being jetted through dimensional or gravity-time fields to a containment area where the matter of the singularity is used to provide thrust to the ship before having the energy absorbed by secondary generators which maintain these fields. The main form of starship propulsion, it is generally favored over cheaper gravity or plasma thrusters.
All FTL communication in the Unity is effected through ansybles, machines utilizing quantum-entangled communications to create near-instantaneous messages within its range of operation.
Otherwise known as matter-energy convertors, Baryonic-Lepton forges require inputs of matter or energy to operate, ensuring that mining remains a viable industry within the Unity as the forges themselves consume much of the energy produced by SDR generators. Utilized in tandem with quantum scanners, the quantum blueprint of an object or substance can be provided to the forge, upon which the matter and/or energy is utilized to transmute or create the desired object. Employed in operations of massive scale, smaller-scale production relies on more traditional methods of refinement, although such processes are highly developed and incredibly efficient.
The primary means by which the Unity employs faster-than-light travel is through the Non-Baryonic Field Emitter, a structure utilizing negative mass to create an Alcubierre Metric around the ship in order to accelerate at speeds faster than light. Combined with the creation of a worm-hole into a dimensional space that places the speed of light at a much higher limit in the current universe, the Non-Baryonic Field Emitter allows FTL travel to be incredibly quick in comparison to some states. Dark matter and dark energy are used in the Field to stabilize passage within the Metric and alternate dimension so that the ship may deactivate each at its own volition.
Military Structure: There exists three distinct parts to the military of the Unity of C'ran, although each is inextricably connected to the other. First is the Unity Military, what would be considered a "normal force" in early-21st century Earth terms. Composed entirely of Sakari and Grecians, the UM is tasked with protecting the inner territories of the Unity and providing peace keeping and police actions in any areas they are required to do so. Maintaining their own fleets and terrestrial forces, the UM is by far the smallest of the three branches and often relies on the assistance of the other two branches to conduct large operations. UM units are divided into thirty naval complements, thirty terrestrial complements, and twenty combined complements, each with approximately 250,000 active personnel. The primary non-military function is civil service.
Largest and most complex of the parts of the military is the Combined Pacification/Reactionary Force. Drones, Sakari, and Grecians all mingle in this branch, the biological members maintaining a healthy respect for their robotic, and often highly effective, counterparts. Most often, CP/RF units are seen patrolling the outer and middle areas of Unity space, the primary bulwark against any possible outside invaders. In addition, it is these many that maintain vigil over systems marked as future points of expansion for the Unity and are tasked with reacting swiftly and often brutally to interlopers, although no such situation has ever occurred before due to the lack of other interstellar civilizations in the pre-Collapse galaxy inhabited by the Sakari. Divided into five-hundred combined-arms divisions, the various groups frequently merge and separate, leaving no true super-organization to the CRPF.
The final branch of the military forces of the Unity of C'ran, although legally separate, is the Fifth Battalion of Observance. Composed entirely of Drones and no more than two dozen Grecians, termed Eidolons by their brethren, the Observance rarely sees action in any form, although the extremely rare actions where they have been deployed are regarded as outstanding successes, as near to perfect as can be achieved.
The SABM is the "standard issue" set of "armor" for the biological units of the Unity. It is near impossible for a biological process to match some of the feats which machines can accomplish, and the SABM was envisioned as a means of bridging this gap, allowing biological units to compete with robotics on a more even, although not equal, footing. The basis for such a technology arose from the practice of cybernetic enhancement which had existed for centuries in Sakari and Grecian society, although advanced much further. Normally, the synthetics are added surgically to the recipient, care taken to not disrupt the natural equilibrium of the body. Such methods are discarded for the application of the SABM, utilizing a brutal and quick method to transform the recipient soldier: the individual is placed within a scanner, reading the molecular make up before beginning and completing the transformation in under five seconds. The process is extremely painful for the individual as pain relievers of any form interfere with the morph of the body. Semi-organic nano-bots invade and replace almost all of the individual's original organic tissue, consuming the flesh for energy.
Composed of plasti-carbon compounds, the nanobots emulate normal flesh perfectly, in so far as sight is concerned. Maintained by constant motion and electromagnetic attraction, the nano-mechorganisms form an intelligence of their own, influenced by the mental inputs of the individual's remaining organic matter. Almost entirely cybernetic as a result, yet still very much alive, the SABMs rule the military of the unity.
The Combat Skin stands as one of the greatest implements utilized by the Unity , both on and off the battlefield, although distribution remains limited so that the development of such a device cannot extend beyond the secret fabrication areas of the Unity. Designed four years before the collapse of the False Vacuum, only within recent weeks have limited number of combat units been assigned this device. Massive suits composed of the Telserum crystal, a naturally metastable alloy of immense weight maintained by integral gravitational dilators, these combat skins were made to provide one individual with the ability to lay devastation to a continent. For this reason, only a dozen have been manufactured, given to the Eidolons as a means of distinguishing their station.
@TerminalBtW, do you plan introducing some NPC races? Or can we invent some minor NPCs on our own? Given what my "nation" is, it'd be quite essential for me to establish trade relations with as many sentient races as possible.
@TerminalBtW, do you plan introducing some NPC races? Or can we invent some minor NPCs on our own? Given what my "nation" is, it'd be quite essential for me to establish trade relations with as many sentient races as possible.
By all means, feel free to invent as many NPC species as you like. It is encouraged, however, that these are not factions of the same influence and standing of poster nations.
Working on revising the map now.
@Durandal, it looks mostly acceptable, but I'm going to have to ask you to dial down the Predation Generators. The pocket dimension bit is fine, and so is the wireless transmission of energy, and so is the generation and harvesting of energy from singularities - Neutron Stars however, are quite a bit beyond the ability of any of our factions to synthesize and then contain. Modify the generators and I'll approve your application.
@Durandal, it looks mostly acceptable, but I'm going to have to ask you to dial down the Predation Generators. The pocket dimension bit is fine, and so is the wireless transmission of energy, and so is the generation and harvesting of energy from singularities - Neutron Stars however, are quite a bit beyond the ability of any of our factions to synthesize and then contain. Modify the generators and I'll approve your application.
Will do. I had a feeling it would be a bit much. Any other problems? Will be adding history in bits.
@Durandal has been approved and added to the OP, as well as to the map.
All anomalies have been shrunk down to more realistic relative sizes. The Gamma Bubbles were also shrunk, despite the fact that they were already several orders of magnitude smaller than they should have been. In order to fill some more space, two more Supernova Remnants, one more Magnetar, and one more Gamma Bubble were added to the map.
Suggestions for anomalies of a similar nature welcome.
My nation is no where near done as most of it is just summarized posts. But, do you care to check it? I know there is going to be grammar mistakes and whatever; but, I want to be such that I am doing it right.
It's somewhere in page two.
EDIT: Just to make it easier for you, I have added a link to it.
@TerminalLooks far better now. As for anomalies I think wormholes and some of the more pecicular black holes are obligatory. Also how about notifying the location of NPC races by numbers? So say number 23 is the Derp Empire and you can look these up in the glossary/legend.
On a side note, here is everyone's approximate 3d coordinates, a possible error of one or two pixels per coordinate. Some people are a bit farther from others so have fun with semi-long expeditions.
Oh, a shortlist on at least the player nation coordinates is indeed helpful. May be even added to the OP if @Terminal agrees.
EDIT: The map is supposedly 800x800 pixels. Why is everyone below 200 pixels in coordinates here? Even if you divide it to plus and minus the coordinates at the extremes should be in the 300s (like in Keyguy's case). No idea why I haven't realized this sooner.
<Snipped quote by Durandal>Oh, a shortlist on at least the player nation coordinates is indeed helpful. May be even added to the OP if @Terminal agrees.
Coordinates being listed in the OP is a fantastic idea. I'll even go ahead and try to pull the coordinates for the anomalies as well.
In regards to anomalies: Adding wormholes would be a pretty good way to fill space, since you have two anomalies per wormhole (two entry/exit points), and should help nations move around between strategic locations more quickly. Makes great sense to add a few. Any suggestions for specific interaction properties with other peculiar singularities?
As for NPC factions: I'll probably identify them as similar little blips to the main nations, but they'll all be uniformly dark gray and likely be numbered as you suggested (with an NPC designation slapped on just to be thorough).
EDIT: The 200s thing does seem fairly weird. There are two possibilities that occur to me.
1. I use a random integer generator to generate three random numbers between 1 and 800, which are used to determine the X,Y,Z coordinates. In the interest of nudging everyone closer together, I automatically rerolled any results that were less than 10 in two or more coordinates. This has only happened once (I plan on doing the same for future rolls as well), but if I hadn't tossed that roll out we would have at least one nation way up at the top along the Y axis.
2. The generator I'm using does not generate truly random numbers, but uses pseudorandom number generation. It is almost, but not quite, truly mathematically random. This is more obvious when you have a small-to-medium sample size, where serial generation trends are more apparent - this kind of error usually 'evens out' as sample sizes increase.
<Snipped quote by Durandal>Oh, a shortlist on at least the player nation coordinates is indeed helpful. May be even added to the OP if @Terminal agrees.
EDIT: The map is supposedly 800x800 pixels. Why is everyone below 200 pixels in coordinates here? Even if you divide it to plus and minus the coordinates at the extremes should be in the 300s (like in Keyguy's case). No idea why I haven't realized this sooner.
Might be because of how my screen is set up or the way I measured it. Disregard my coordinates, then. Don't know why it ended up like that. My apologies.