Global Nexus
Terran Confederate
- Joined
- Jul 13, 2003
- Messages
- 1,109
StarNES Part I: Rise of Galactic Empires
Story
Millions of years ago, a powerful civilization stretched across the whole galaxy. Its technological might was unparalleled in the universe, the people holding the power to create and destroy stars, planets, and even galaxies. At what was possibly the height of this great civilization, the citizens simply vanished. Their cities, which spanned whole star systems, collapsed as nature took back the worlds and space. And the galaxy was quiet.
Until now. Intelligent lifeforms all across the galaxy have grown and evolved to such a level that they are ready to leave their respective home worlds and become galactic races. The straining of planetary resources, the vision of an empire, the promise of riches, and much more drive these civilizations forward into the night sky and beyond it. Faster-Than-Light [FTL] travel has allowed this to be possible.
On Earth, the industrious Terran race is organizing itself in a dash for other habitable systems to make up for their worlds drained resources.
On Merulk, the honorable-but-aggressive Illid race prepares its citizenry for the creation of a great, mighty, everlasting interstellar empire.
On Jiuna, the business-like insectoid Riddla race is sending scouting ships beyond its systems edge in search of rare, valuable resources and new trading partners.
And elsewhere, other civilizations of all kinds are ready to stake a claim in the big picture of the galaxy. To become more than just the people of one planet. To become a galactic empire.
Introduction
StarNES is a comprehensive space-based NES Ive been preparing for about four months now. At least twenty different ways to execute this have gone through my head, but this is the most executable one Ive developed. I know I said Id do a sequel to my Alien World Colonization first, but this idea has been eating away at me from the inside. Ill do a sequel after I finish Part I.
StarNES will consist of about 5 to 8 different NESes, each one building from the last. The number will of course be determined by what exactly happens during the course of the NESes themselves. Each will have its own unique tech tree, hand-made by me, that should be fairly comprehensive. There will also be numerous NPCs that I will play that range from minor Bronze Age civilizations forced into contact with advanced aliens to mighty multisystem empires. Very few NPCs will be taken from scifi series, the majority thought up by myself. There will also be a fairly complex series of stories going on during the NESes that will lead up to what I hope may someday be a grand finale.
But first, let me get the basics down to you.
Civilizations and Organizations
One can join StarNES Part I as either a civilization or a [generally criminal] organization. However, one cannot join as an organization until three turns into the NES. A Civilization is far more powerful than an Organization, maintaining well-trained, well-equipped troops and fleets. As well as having the production power of whole systems at their command. By comparison, an Organization rarely controls whole systems and have most of their production in free-floating stations built in space. They also can only maintain smaller ships.
Civilizations are for emperors and senators, Organizations are for crime lords and privateers. Organizations also have their own special set of rules that intertwine with the standard rules.
Economy, Credits, and Basic Resources
In stgnNESI, economy was based on words and was your purchasing power. This will NEVER happen in another one of my NESes since it was far too difficult to monitor where the economy needed to be when you were building a dozen things that took away and added on more economy. StarNES will introduce a system of economy Ive been perfecting SINCE the end of stgnNESI.
First, let me state that there still are economy levels based on words. What level you economy is will be determined by your actions in domestic and foreign policy, including what Commercial techs youve research, how optimistic your citizens are about a war, and whether or not you blew that 245 credit surplus of yours. The economy levels are as follows:
Depressed - -1 Credits Per Turn
Recessed - +0 Credits Per Turn
Stabilized - + 1 Credits Per Turn
Growing - +2 Credits Per Turn
Booming - + 3 Credits Per Turn
Now, I bet youre wondering what credits are, right? Nah, you probably figured that one out easily, youre pretty smart. Theyre your purchasing power. Your governments money, basically. Every system you own will add to the number of credits you make [or lose] each turn except for claimed systems an agricultural world will add or subtract one credit [depending on the economic status], a colonized world will add or subtract two, and so on. Well discuss that more later, though. There are a few special economic levels you may run into ranging from nonexistent to golden age but I wont reveal what precisely those do until someone actually gets one.
Everything you buy will cost you credits. EVERYTHING. Ships, research, system improvements and defenses. So expect to be using a lot of them. But what happens when youre in debt and have no credits? And youre being kicked around by the Cyborg Aliens from Planet X? Thats where Basic Resources come in. Basic Resources are what one needs to make essential parts in starships, galactic stations, and otherwise. Where do you get Basic Resources? All Agricultural and above systems earn 5 Basic Resources per turn. But by investing a small number of credits into Resource Preserves in each system, youll earn a lot more of them. A System with a Resource Preserve has a small R in your civilizations color next to it. A Resource Preserve costs 5 credits to found, 1 Credit to maintain, and brings in 50 Basic Resources each turn.
Preserves wont be worth getting until far later, but the option is still there. Remember that Basic Resources can be used at any time to extend your building of constructs and other things. However, when youre in debt you get a discount on the number of Basic Resources required to build something, making it more efficient to wait until youre in dire need to use them.
Space Control and System Colonization, Growth, Defense
In a normal NES one sends soldiers out to claim and defend territory. This is very, VERY different in StarNES. You can only expand your space territory by controlling a system or galactic station [more on Gal. Stations later]. At the start, you control very little space around your system. This is because civilian and law enforcement ships can only reach this length into space, and isnt determined by the length of travel your military-grade ships can accomplish. Pirates cannot attack a trade route or military convoy when travelling through Controlled Space, and enemy ships have a slight disadvantage due to defensive systems and such set up in said space. As your technology advances, the space you control around a system or station will grow, making your civilization slightly safer overall.
But how do you acquire systems? First off, you need to claim the thing, otherwise you wont be able to colonize it. You can claim any system with any ship, but Bozo the Clown armed with a rubber band could take it away from you so dont be slow with the colonizing. Then there are two ways to actually colonize a planet spend 1 Credit on a Volunteer Colonization Campaign, or spend 4 Credits on a Paid Colonization Project. A Volunteer Colonization Campaign [VCC] is essentially a propaganda campaign that will hopefully convince people to jump at the chance to advance their society. However, this has a chance of failure determined by how many colonies you already have [with 20 colonies, your citizenrys sense of adventure isnt quite as large as with 3 of them] and how much Loyalty and National Identity your people have. A Paid Colonization Project [PCP], on the other hand, is where your government pays people to colonize another system. There is no failure rate for a PCP, however.
After you have actually colonized a system, youll find that the whole star has yet to be filled in with your color. This is because initially you settle a system on the best areas of the best planets, meaning you dont really control the system very well. To advance a system, youll have to wait until it has gone from Agricultural to Developed. This happens in 2 turns and is the result of natural immigration to the new, less crowded world. Afterwards, you pay 3 Credits to advance the planet to the next levels of development. The levels are as follows:
As one can plainly see, the higher the level the more Credits is added to your economy gains or losses. A fully developed system will bring in many, many credits during good economic times, but during a Depression it LOSES money. After all, a whole SYSTEM of people is dealing with it. Thus a more developed system leads to greater rewards, but one must take the risks with those rewards.
NOTE: System credit gains tie directly to your economic status. They are PART of your economy. As such, when you hit a Recession, your systems stop producing credits. When you hit a depression, your systems start to lose credits. Remember, risks and rewards! Don't forget to monitor your economy!
Now, lets say your frontier system of Alba is being attacked and your fleet is halfway across the quadrant and cannot defend it. How will you defend your system? Simple. System Defenses. A System Defense costs 3 Credits to set up and is based on a percentage. This percentage will appear next to the system, similar to the Resource Preserves R, and will give your system a better chance of surviving an attack. One branch of military defenses will add 10% and no more so you can add an Army, a Navy, and an Air Force to the systems planets and have a 30% system defense. Add Laser Satellites, Ion Disrupters, and Planetary Deflectors and you have 60% defenses. Of course, you can only add 3 of these per turn, so be sure to bulk up your defenses during peacetime too. Some governments allow for random free System Defense upgrades.
Starships, Weapons, Armor, Special Weapons and Armor
This is likely what youve been waiting for the military. Your civilization will be able to build a wide variety of ships, all of which you can customize with a variety of weapons, defenses, and special secondary versions of each.
To start, there are a large number of ship chassis one can choose from. Each holds its own unique abilities that add it to a niche in the fleet. For example, artillery ships are excellent support bombard ships and light fightercraft are good support.
Each ship will get one weapon and one of defense. You can also add Special Weapons and Special Defenses. These add variety to a ships offensive and defensive powers, allowing them to take on other foes easier. Swarm Missiles, though weaker than a normal missile, do just what their name states swarm. This is useful for dealing with Fighter Squadrons. A Mirror Coating, a kind of Special Defense, will make a ship immune to laser weapons and make it harder to spot. Again, you can add one Special Weapon and one Special Defense.
To reduce oddities on all our parts, I urge players to name their models of ships something. For example, lets say you equip an Artillery Ship with Basic Missiles, Basic Deflectors, Swarm Missiles, and a Mirror Coating and call it the Hawk, you need simply say Build more Hawks with 3 Credits rather than Build more Artillery Ships armed with Basic Missiles and Swarm Missiles and defended by Basic Deflectors and a Mirror Coating with 3 Credits. This should reduce the level of micromanagement needed when specifying what ships to build and also sounds better, too.
Technology
I have a technology tree all set out ready to use, and have integrated it so that every branch has at least one connection to another branch. The central branches are the Plasma, Weaponry, Defensive, Propulsion, Gravitational, Commercial, and Trade and Diplomacy branches. Each caters to a different thing. Each civilization trait, except Agricultural, begins with a tech along one of those branches. For example, a Merchantile Civ begins with Basic Commerce.
Developing a technology is very simple put Credits into a tech available to you and once youve spent all the Credits needed youll earn the technology and its advantages. A technology can grant a new ship chassis to work with, or extend the range of your controlled space, or allow you to conduct more diplomatic missions. ALL techs do something, even if its fairly trivial, so dont worry about any filler techs. Note that the tech tree is fairly large, so attempting to research all the techs by yourself will be quite difficult. I will post the tech tree itself whenever I manage to scan it in, since I hand-drew it [this also means the lines arent so straight].
[Cont. Next Post]
Story
Millions of years ago, a powerful civilization stretched across the whole galaxy. Its technological might was unparalleled in the universe, the people holding the power to create and destroy stars, planets, and even galaxies. At what was possibly the height of this great civilization, the citizens simply vanished. Their cities, which spanned whole star systems, collapsed as nature took back the worlds and space. And the galaxy was quiet.
Until now. Intelligent lifeforms all across the galaxy have grown and evolved to such a level that they are ready to leave their respective home worlds and become galactic races. The straining of planetary resources, the vision of an empire, the promise of riches, and much more drive these civilizations forward into the night sky and beyond it. Faster-Than-Light [FTL] travel has allowed this to be possible.
On Earth, the industrious Terran race is organizing itself in a dash for other habitable systems to make up for their worlds drained resources.
On Merulk, the honorable-but-aggressive Illid race prepares its citizenry for the creation of a great, mighty, everlasting interstellar empire.
On Jiuna, the business-like insectoid Riddla race is sending scouting ships beyond its systems edge in search of rare, valuable resources and new trading partners.
And elsewhere, other civilizations of all kinds are ready to stake a claim in the big picture of the galaxy. To become more than just the people of one planet. To become a galactic empire.
Introduction
StarNES is a comprehensive space-based NES Ive been preparing for about four months now. At least twenty different ways to execute this have gone through my head, but this is the most executable one Ive developed. I know I said Id do a sequel to my Alien World Colonization first, but this idea has been eating away at me from the inside. Ill do a sequel after I finish Part I.
StarNES will consist of about 5 to 8 different NESes, each one building from the last. The number will of course be determined by what exactly happens during the course of the NESes themselves. Each will have its own unique tech tree, hand-made by me, that should be fairly comprehensive. There will also be numerous NPCs that I will play that range from minor Bronze Age civilizations forced into contact with advanced aliens to mighty multisystem empires. Very few NPCs will be taken from scifi series, the majority thought up by myself. There will also be a fairly complex series of stories going on during the NESes that will lead up to what I hope may someday be a grand finale.
But first, let me get the basics down to you.
Civilizations and Organizations
One can join StarNES Part I as either a civilization or a [generally criminal] organization. However, one cannot join as an organization until three turns into the NES. A Civilization is far more powerful than an Organization, maintaining well-trained, well-equipped troops and fleets. As well as having the production power of whole systems at their command. By comparison, an Organization rarely controls whole systems and have most of their production in free-floating stations built in space. They also can only maintain smaller ships.
Civilizations are for emperors and senators, Organizations are for crime lords and privateers. Organizations also have their own special set of rules that intertwine with the standard rules.
Economy, Credits, and Basic Resources
In stgnNESI, economy was based on words and was your purchasing power. This will NEVER happen in another one of my NESes since it was far too difficult to monitor where the economy needed to be when you were building a dozen things that took away and added on more economy. StarNES will introduce a system of economy Ive been perfecting SINCE the end of stgnNESI.
First, let me state that there still are economy levels based on words. What level you economy is will be determined by your actions in domestic and foreign policy, including what Commercial techs youve research, how optimistic your citizens are about a war, and whether or not you blew that 245 credit surplus of yours. The economy levels are as follows:
Depressed - -1 Credits Per Turn
Recessed - +0 Credits Per Turn
Stabilized - + 1 Credits Per Turn
Growing - +2 Credits Per Turn
Booming - + 3 Credits Per Turn
Now, I bet youre wondering what credits are, right? Nah, you probably figured that one out easily, youre pretty smart. Theyre your purchasing power. Your governments money, basically. Every system you own will add to the number of credits you make [or lose] each turn except for claimed systems an agricultural world will add or subtract one credit [depending on the economic status], a colonized world will add or subtract two, and so on. Well discuss that more later, though. There are a few special economic levels you may run into ranging from nonexistent to golden age but I wont reveal what precisely those do until someone actually gets one.
Everything you buy will cost you credits. EVERYTHING. Ships, research, system improvements and defenses. So expect to be using a lot of them. But what happens when youre in debt and have no credits? And youre being kicked around by the Cyborg Aliens from Planet X? Thats where Basic Resources come in. Basic Resources are what one needs to make essential parts in starships, galactic stations, and otherwise. Where do you get Basic Resources? All Agricultural and above systems earn 5 Basic Resources per turn. But by investing a small number of credits into Resource Preserves in each system, youll earn a lot more of them. A System with a Resource Preserve has a small R in your civilizations color next to it. A Resource Preserve costs 5 credits to found, 1 Credit to maintain, and brings in 50 Basic Resources each turn.
Preserves wont be worth getting until far later, but the option is still there. Remember that Basic Resources can be used at any time to extend your building of constructs and other things. However, when youre in debt you get a discount on the number of Basic Resources required to build something, making it more efficient to wait until youre in dire need to use them.
Space Control and System Colonization, Growth, Defense
In a normal NES one sends soldiers out to claim and defend territory. This is very, VERY different in StarNES. You can only expand your space territory by controlling a system or galactic station [more on Gal. Stations later]. At the start, you control very little space around your system. This is because civilian and law enforcement ships can only reach this length into space, and isnt determined by the length of travel your military-grade ships can accomplish. Pirates cannot attack a trade route or military convoy when travelling through Controlled Space, and enemy ships have a slight disadvantage due to defensive systems and such set up in said space. As your technology advances, the space you control around a system or station will grow, making your civilization slightly safer overall.
But how do you acquire systems? First off, you need to claim the thing, otherwise you wont be able to colonize it. You can claim any system with any ship, but Bozo the Clown armed with a rubber band could take it away from you so dont be slow with the colonizing. Then there are two ways to actually colonize a planet spend 1 Credit on a Volunteer Colonization Campaign, or spend 4 Credits on a Paid Colonization Project. A Volunteer Colonization Campaign [VCC] is essentially a propaganda campaign that will hopefully convince people to jump at the chance to advance their society. However, this has a chance of failure determined by how many colonies you already have [with 20 colonies, your citizenrys sense of adventure isnt quite as large as with 3 of them] and how much Loyalty and National Identity your people have. A Paid Colonization Project [PCP], on the other hand, is where your government pays people to colonize another system. There is no failure rate for a PCP, however.
After you have actually colonized a system, youll find that the whole star has yet to be filled in with your color. This is because initially you settle a system on the best areas of the best planets, meaning you dont really control the system very well. To advance a system, youll have to wait until it has gone from Agricultural to Developed. This happens in 2 turns and is the result of natural immigration to the new, less crowded world. Afterwards, you pay 3 Credits to advance the planet to the next levels of development. The levels are as follows:

As one can plainly see, the higher the level the more Credits is added to your economy gains or losses. A fully developed system will bring in many, many credits during good economic times, but during a Depression it LOSES money. After all, a whole SYSTEM of people is dealing with it. Thus a more developed system leads to greater rewards, but one must take the risks with those rewards.
NOTE: System credit gains tie directly to your economic status. They are PART of your economy. As such, when you hit a Recession, your systems stop producing credits. When you hit a depression, your systems start to lose credits. Remember, risks and rewards! Don't forget to monitor your economy!
Now, lets say your frontier system of Alba is being attacked and your fleet is halfway across the quadrant and cannot defend it. How will you defend your system? Simple. System Defenses. A System Defense costs 3 Credits to set up and is based on a percentage. This percentage will appear next to the system, similar to the Resource Preserves R, and will give your system a better chance of surviving an attack. One branch of military defenses will add 10% and no more so you can add an Army, a Navy, and an Air Force to the systems planets and have a 30% system defense. Add Laser Satellites, Ion Disrupters, and Planetary Deflectors and you have 60% defenses. Of course, you can only add 3 of these per turn, so be sure to bulk up your defenses during peacetime too. Some governments allow for random free System Defense upgrades.
Starships, Weapons, Armor, Special Weapons and Armor
This is likely what youve been waiting for the military. Your civilization will be able to build a wide variety of ships, all of which you can customize with a variety of weapons, defenses, and special secondary versions of each.
To start, there are a large number of ship chassis one can choose from. Each holds its own unique abilities that add it to a niche in the fleet. For example, artillery ships are excellent support bombard ships and light fightercraft are good support.
Each ship will get one weapon and one of defense. You can also add Special Weapons and Special Defenses. These add variety to a ships offensive and defensive powers, allowing them to take on other foes easier. Swarm Missiles, though weaker than a normal missile, do just what their name states swarm. This is useful for dealing with Fighter Squadrons. A Mirror Coating, a kind of Special Defense, will make a ship immune to laser weapons and make it harder to spot. Again, you can add one Special Weapon and one Special Defense.
To reduce oddities on all our parts, I urge players to name their models of ships something. For example, lets say you equip an Artillery Ship with Basic Missiles, Basic Deflectors, Swarm Missiles, and a Mirror Coating and call it the Hawk, you need simply say Build more Hawks with 3 Credits rather than Build more Artillery Ships armed with Basic Missiles and Swarm Missiles and defended by Basic Deflectors and a Mirror Coating with 3 Credits. This should reduce the level of micromanagement needed when specifying what ships to build and also sounds better, too.
Technology
I have a technology tree all set out ready to use, and have integrated it so that every branch has at least one connection to another branch. The central branches are the Plasma, Weaponry, Defensive, Propulsion, Gravitational, Commercial, and Trade and Diplomacy branches. Each caters to a different thing. Each civilization trait, except Agricultural, begins with a tech along one of those branches. For example, a Merchantile Civ begins with Basic Commerce.
Developing a technology is very simple put Credits into a tech available to you and once youve spent all the Credits needed youll earn the technology and its advantages. A technology can grant a new ship chassis to work with, or extend the range of your controlled space, or allow you to conduct more diplomatic missions. ALL techs do something, even if its fairly trivial, so dont worry about any filler techs. Note that the tech tree is fairly large, so attempting to research all the techs by yourself will be quite difficult. I will post the tech tree itself whenever I manage to scan it in, since I hand-drew it [this also means the lines arent so straight].
[Cont. Next Post]