StarNES Part I: Rise of Galactic Empires

Global Nexus

Terran Confederate
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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 world’s 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 system’s 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 I’ve 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 I’ve developed. I know I said I’d do a sequel to my “Alien World Colonization” first, but this idea has been eating away at me from the inside. I’ll 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 I’ve 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 you’ve 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 you’re wondering what credits are, right? Nah, you probably figured that one out easily, you’re pretty smart. They’re your purchasing power. Your government’s 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. We’ll discuss that more later, though. There are a few “special” economic levels you may run into – ranging from “nonexistent” to “golden age” – but I won’t 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 you’re in debt and have no credits? And you’re being kicked around by the Cyborg Aliens from Planet X? That’s 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, you’ll earn a lot more of them. A System with a Resource Preserve has a small R in your civilization’s 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 won’t 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 you’re in debt you get a discount on the number of Basic Resources required to build something, making it more efficient to wait until you’re 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 isn’t 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 won’t 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 don’t 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 citizenry’s sense of adventure isn’t 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, you’ll 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 don’t really control the system very well. To advance a system, you’ll 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:

starnesilplanetdevelopment.png


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, let’s 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 Preserve’s “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 system’s 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 you’ve 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 ship’s 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, let’s 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 you’ve spent all the Credits needed you’ll 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 it’s fairly trivial, so don’t 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 aren’t so straight].

[Cont. Next Post]
 
Galactic Stations

A Galactic Station is essentially a colony in the depths of space that serves as a sort of “fort”, extending your reach and providing special bonuses. Gal. Stations [as they’ll be referred to from now on] require yearly shipments from planets for resources, but are otherwise self-sustaining. A Gal. Station costs 6 Credits to create and a differing number of Credits a turn to maintain [depending upon efficiency level], and can be designated one of our types: Military [support], Military [defense], Living Colony, Mining Colony. Each type has its own special purpose and its own modules and enhancements that can be added.

Support Military Gal. Stations are constructed with built in turrets to aid ships in combat. A total of ten different modules and turrets can be added to enhance the effect on a battle a Support Military Station will have.

Defensive Military Stations are constructed to withstand sieges and can have ten modules and armoring to enhance the effect it will have. These stations are meant to serve on the frontier as an anti-pirate unit. Defensive Stations constructed near an anomaly can also serve as a sort of research station, special Science Modules allowed for construction based on the type of anomaly.

Living Colony Stations are constructed to house citizens, who live permanently inside the station. These are built with commerce, trade, or manufacturing in mind, and each of these stations can have up to ten modules adding to the value of those three things.

On the contrary, Mining Colony Stations actually are built near a large source of Special Resources. These resources are extracted in a certain amount each turn. Mining Colonies can have up to thirteen modules that range from defensive armor, living spaces, and other such things.

All Gal. Stations will be on a list, and their modules labeled with them. As with ships, please try to at least name a Gal. Station so that it’s easier to keep track of. This will help everyone.

Example of a Gal. Station listing:

Name: Riddla Station 12
Type: Support Military Station
Unused Modules: 8
Current Modules: Small Railgun Turret
Heavy Railgun

Efficiency

A stat directly related to Gal. Stations and indirectly related to your economic level, Efficiency refers to the ease that both the government and the private sector has in supplying demands. Demands by both the consumer populace and those working and living in Gal. Stations. Better efficiency won’t stop you from going into depression or recession, but it can help keep you out of them. The effect that it has on Gal. Stations is a little more pronounced; depending on efficiency level, the cost to maintain a Gal. Station can be anywhere from 0 to 5 Credits a piece. The levels of efficiency are as follows:

Bureaucratic Nightmare, Low, Below-Average, Average, Above-Average, High, Perfectionist Dream

No, I’m not kidding about the lowest and highest levels. :p It should be noted that research into Plasma, Propulsion, and Gravitational technology can all have a hand in increasing overall efficiency.

Special Resources and Trade Goods

A Special Resource is a resource that has special properties. You will be notified in an update if you’ve found a Special Resource. Unlike Basic Resources, Special Resources give special bonuses. For example, let’s say you set up a Mining Gal. Station near a source of Trinium – Trinium being a very, very strong metal. This will enhance the strength of your ships and armor slightly, with the more you have bringing in more bonus. There is a max, however, that you can reach and it is 10%. When you have 10% effectiveness from a material, it can no longer increase. Instead, you can begin using the Special Resource as a trade good or sell it off for Credits.

Speaking of trade goods, they are materials produced by industries inside a civilization. There are two specific kinds: Race Trade Goods and Civilization Trade Goods. Since Trade Goods are not held by the government, they won’t appear in the template. However, trading them still provides effect. Getting Trade Goods from another civilization will increase your overall citizenry’s happiness. However, depending on whether it’s a Race or Civilization Good, over time your Racial or National Identity will begin to decrease, increasing chance of rebellion. This will take many, many alien trade goods and also is determined by civilization size, so only small civilizations that rely too much on trade goods will be affected.

National and Racial Identities

Each civilization holds identities for both the government itself and the dominant race of the civ. When National identity is high, the government is greatly trusted by the populace. When Racial Identity is high, the majority of the population identifies with the dominant species – regardless of whether a person is or is not of that species. When either is very low, then the chances of rebellion is greatly enhanced, but the kind depends. Minorities are more likely to revolt when Racial Identity is average, but when it reaches low then your citizens are beginning to identify with an entirely different race and may revolt to join them! Opposing political parties are more likely to rebel when National Identity is lower, though it may be either to form their own civilization or join a different one.

Diplomacy and Trade

When you start the game you [unless you’re a Diplomatic civ] cannot speak to other races. At all. This requires the technology “Basic Translation”, which will allow only rudimentary diplomatic agreements – peace treaties and rights of passage. Further developments into the Translation line of technology will allow Mutual Protection Pacts, Close Alliances, and other such things. Also, one cannot trade until the technology “Trade Routes” has been researched.

To set up a Trade Route, simply contact the opposing civilization and begin asking what they would trade for whatever it is you’re offering. After coming to an agreement, the trade route is established between two systems of your choosing. Though the route itself might seem useless, Space Pirates can plunder merchant ships that pass through uncontrolled territory, meaning a route that passes through as much controlled space will be the least dangerous. Every other turn you’ll receive whatever it is you’re trading for, except trade goods – the effect of trade goods is always there until the route is gone.
You also receive an extra 1 Credit per turn from a Trade Route.

Minor Races and Minor Empires

A minor race is essentially a disunited, technologically backwards race [think Bronze Age to the very early Industrial Age] without FTL Drive. These are always given the Agricultural trait and are very weak, earning almost no credits a turn. Trade goods from a Minor Race are however very powerful at earning happiness because of the quaint primitiveness of the goods themselves, like looking into the past. Minor Races collapse into anarchy if given FTL Drive or other advanced technologies and then emerge as a united race.

A Minor Empire is a united, highly advanced race without FTL Drive [from the late Industrial Age on up, minus FTL drive]. These are exceptionally difficult to conquer, almost always holding 90-100% system defense, but are often quite self-interested and willing to trade rare resources for Credits. Minor Empires cannot construct starships until they have researched or been gifted with FTL Drive technology.

Alien Ruins

Every now and then you’ll find alien ruins on planets. Pay a certain amount of Credits to have your scientists study the ruins and you may learn secret technologies that offer special bonuses…

The Template

Finally we have reached the point where you can construct your own civilization! There are three preplaced civilizations with their own traits and names at the moment – you may choose from one of them, or create your own civilization. The preplaced civilizations are the Industrious “Earth Federation”, the Militaristic “Illidi Empire”, and the Merchantile “Riddla Republic”. Each is unique in its own way.

When creating your own civilization, you may pick ONE trait which will affect your starting technology and abilities, and to a lesser extent ships. The traits are:

Militaristic: Warriors and soldiers are generally held in high regard, as are war heroes. Not necessarily warmongers. Can construct Battleships slightly cheaper than normal. Start with Basic Weaponry and 5 Fighter-Scouts.

Pacifistic: Violence is generally disliked and looked down upon. However, the people realize they must defend themselves. All systems start with 10% System Defenses. Start with Basic Deflectors and Armor, 4 Scouts, and 1 Patrol Corvette.

Agricultural: Not to be mistaken with the planet-class, Agricultural civs are all those Minor Races that have yet to industrialize. Earn extra Basic Resources and starts with no tech or ships, not even FTL Drive. Play at your own risk.

Industrious: Hard work, determination, and just plain innovation are adored by civilizations with this trait. Can construct Fightercraft squadrons slightly cheaper than normal. Start with Basic Plasma Tools and 5 Scouts.

Expansionist: Civilizations based on the concept of continual, never-ending expansion of territory. Have a slightly bigger range of controlled space. Start with Basic Ion Propulsuion, 3 Scouts, and 2 Fighter-Scouts.

Diplomatic: Nothing beats a good negotiation with your enemy. These civs are able to smooth-talk their way out of many situations, and have improved relations with all NPCs because of this. Start with Basic Translation and 5 Scouts.

Merchantile: Money, money, and more money. Cash is what these civs want, and lots of it! Not to mention rare resources and goods. A Merchantile civ has a more stable economy than others, and begins with Basic Commerce and 5 Scouts.

Scientific: Purely scientific research is sought after by these civs, and this leads to major advancements. Scientific civs can construct research vessels slightly cheaper than normal. They begin the NES with Basic Gravitational Control and 5 Scouts.

Next will be your government. You aren’t allowed to make your own, though you may suggest others to me to add in. All governments you may start as are listed here:

Empire: A government ruled by one leader or council of leaders with absolute power, giving very little if any power to each colony. Efficiency and loyalty is high in an Empire, but economy and trade suffers.

Imperium: A government ruled by one leader or council of leaders with absolute power, but they have ceded individual control of colonies to Viceroys. The economy is better under the Imperium and loyalty is, too, but National Identity suffers to a fair extent.

Dominionship: A government ruled by one leader or council of leaders with absolute power, however that power is mostly present on the home world or capital, other systems ruling themselves almost entirely as they see fit. Randomly gets 10% increases in system defenses due to their holding personal militaries. Also earns a high trade bonus. But loyalty and national identity are greatly sacrificed.

Republic: A representative government where colonies send representatives to a large Senate. Each colony runs closely with the central government. Republics have more stable economies than most, but unhappiness is more rampant – especially in times of war.

Federation: A government of united systems with a very strong central government. Each system manages itself, but answers to the Federal government overall for their laws. Loyalty and National Identity are great within a Federation, but tend to collapse during prolonged wars. The efficiency of a Federation is also slightly below average.

Confederation: A government of united systems with a very weak central government. A Confederation – or Commonwealth, if you prefer – is essentially an alliance of systems rather than a truly single government. Occasionally, a system or two will earn a free 10% system defense increase. Economic and trade bonuses are great inside the Confederation, but loyalty and national identity are very low.

Now then, time for the Civ Template:

Civilization Name:
Name [Player]:
Trait:
Government:
Credits: 5
Background:
Starting Location:

There’s a much larger template which will be used for the actual stats as displayed on the PC and NPC posts.

Final Note: Organizations cannot be started until Turn 3, and as such the template and FULL rules for them will be edited into a later post which will be linked to. Please be patient if you want to be an organization.
 
PC Civs

Name: Earth Federation
Ruler [Player]: Chancellor Fredrick Wihelm [Insane Panda]
Color: Blue
Capital System: Sol
Fleet: 5 Scouts [Basic Weapons/No Defenses]
20 Fighter-Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]: Basic Plasma Weaponry [2]
Dominant Race: Terran
Secondary Races: N/A
Trait: Industrious
Government: Federation
Economy: Stabilized
Credits: 7
Basic Resources: 24
Special Resources: N/A
Background: The Terran – also known as “Human” or “Earthling” – race originate from Sol III. Their history is ripe with wars of conquest, of ideals, and even of incompetence. However, the Terrans have held one thing in common over all their petty squabbling; their industrial ingenuity. Terrans seem born with the ability to use at the least rudimentary tools and have developed some of the most advanced and most efficient variations of them in the galaxy. Though often times what they have built has been torn down in wars, the accomplishments of even ancient humans is a testament to their incredible building skills.

Name: Alean Dominion
Ruler [Player]: Great Emperor Vortis [das]
Color: Red
Capital System: Elia
Fleet: 10 Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Alean
Secondary Races: N/A
Trait: Diplomatic
Government: Dominionship
Economy: Stabilized
Credits: 8
Basic Resources: 25
Special Resources: N/A
Background: Having evolved in a (comparatively) high-radiation world of Aron in the Elia Star System, the Aleans are perhaps the most famed for their ruthless pragmatism and universal telepathy. On the latter, much of their culture, arts and civilization is formed. The Aleans, for the most part, consist of two subspecies - the Blue-Skins and the Purple-Skins. The only real difference is in the color, and in culture - the Purple-Skins are less pragmatic and more superstitious. The first one to trully master and learn to control telepathy, a Blue-Skin ruler named Ereus, managed to build for himself a huge empire which united many tribes and nations of both races on the main continent roughly a thousand years ago. Seven hundred years ago, though, it collapsed and fell into anarchy. Racial strife ensued, during which there were Five Coloured Wars, brutal and devastating, leading to the eventual Purple-Skin defeat - if barely, as they won the Fourth Coloured War before being nuked into stone age during the Fifth one. Since then, the Blue-Skins managed to form a new empire, which unified most of the world, while the Purple-Skins were all contained within a contaminated desert, surrounded by a huge wall and into which Blue-Skins occasionaly launch raids to keep the army in shape. The creators of the Second Empire created the Ranking System, and used their own superior telepathic powers to weaken or strengthen the telepathic powers of lower or higher ranks, respectively. This started a period of relative stability, until twenty years ago, a violent coup took place, replacing the Second Empire with the Alean Dominion. This happened in roughly the same time as the sudden breakthrough in the field of the FTL drives...

Name: Riddla Republic
Ruler [Player]: Xxzkdrahg [blackheart]
Color: Neon Pink
Capital System: Guirhalt
Fleet: 28 Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Riddla
Secondary Races: N/A
Trait: Merchantile
Government: Republic
Economy: Stabilized
Credits: 9
Basic Resources: 46
Special Resources: N/A
Background: Originating in the Guirhalt System, the Riddla are a highly individual insectoid race whose accomplishments throughout their history include a World Federation by the late industrial age and nuclear power before the development of transcontinental flight. Riddla have been fierce warriors and cunning diplomats, but will likely be known for their trading abilities. They see in the Terran light spectrum as well as infrared due to the conditions of their star. Despite their most fearsome appearance – standing a meter taller than the average Terran with pronounced jaws lined with sharp teeth and protruded with mandibles, and claw-like hands that look like deadly weapons – the Riddla are actually quite docile.

Name: Illidi Empire
Ruler [Player]: Lahari [Contempt]
Color: Orange
Capital System: Puir
Fleet: 45 Karai [Basic Railgun/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Illidi
Secondary Races: Ulrini
Trait: Militaristic
Government: Empire
Economy: Stabilized
Credits: 8
Basic Resources: 35
Special Resources: N/A
Background: The planet that the Illid race evolved on was home to another race, the Ulrin. The Illid, standing 6 meters in height on average, are intimidating and carnivorous whilst the Ulrin were shorter and herbivorous. Amazingly, the two managed to share the planet for several millennia in civilized form before coming into contact. This contact led unfortunately to a two hundred year long war that ended in the enslavement of the Ulrini race and the domination of the reptilian Illidi over their planet. Since then, they have developed to a point that they intend to expand beyond and become a mighty interstellar empire. Recently, Ulrin – treated like slaves for centuries – have been given limited rights due to their potential usefulness in the new galactic environment.

Name: Atha’an Ayende
Ruler [Player]: M’Era Ellis [Espírito]
Color: Light Pink
Capital System: Sor'ayende (Free Life or Life of Freedom)
Fleet: 5 Rahien An A'vron [Basic Weapons/No Defenses]
Happiness: Above-average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Atha’an (The People)
Secondary Races: N/A
Trait: Diplomatic
Government: Imperium
Economy: Stabilized
Credits: 9
Basic Resources: 35
Special Resources: N/A
Background: Our origins can be traced back to two species, the Limanids and the Opuminds, the former inhabited the southern, tropical areas of the continent now called Erasure, the latter inhabiting the cold mountains above the plains. It is thought, that some time about the year -2000 according to the Indilian Calendar, approximated as 2400 T.C., a period of interglaciation ended and the mountains became to cold to support the Opuminds who had to move dwon into the warmer plains, there they found the Limanids and it appears that the two species interbred - to various degrees depending upon location. This means that in different areas, our racial characteristics depends largely upon the degree of Limanid or opumind ancestry.

The Indilians were one of the first people who could truly be called civilised, and they built a massive Empire which encompassed a whole continent, however, after 400 years of Empire, the Dverin people revolted, and, with the Indilian enemies smelling blood, the Empire collapsed from internal and external pressures. This led to a period of unceasing wars over most of the world, but a small colony founded by Indilia on the isolated southern continent grew quickly, and eventually sent a fleet back to their original homelands. There they found people living in conditions which would not have been tolerated even 300 years in the past and they decided that they had to help these people, for truly they were all of one race and so began an era of enlightenment, as the people who called themselves Atha'an built a massive city, the barbaric tribes saw the wonders and quickly were pulled into Atha'an influence, granted full rights of citizenship, they adopted the ways of the Atha'an and today, we enjoy all the wonders that these different cultures created as they merged.

- Excerpts from Atha'an

Name: Tau Federation
Ruler [Player]: {Unknown} [Sheep2]
Color: Green
Capital System: {Unnamed}
Fleet: 5 Scouts [Basic Weapons/No Defenses]
23 Fighter-Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]: Basic Weapons [2] {caused by attempts to build Artillery Frigates}
Dominant Race: Tau
Secondary Races: N/A
Trait: Expansionist
Government: Federation
Economy: Stabilized
Credits: 6
Basic Resources: 25
Special Resources: N/A
Background: There are five castes in Tau society, each of whom work towards the common good. There is the Fire caste, who give the nation their military leaders and scientists. There is the Water caste who is the diplomats and bureaucracy, the Air Caste who are the pilots, couriers and transporters and the Earth Caste who are the engineers, farmers, miners and builders. Ruling all these is the very small Ethereal Caste which directs the others to build the Federation of Tau for the Greater Good.

Name: Dwarji Union
Ruler [Player]: Eliji Sorn [North King]
Color: Light Blue
Capital System:
Fleet: 35 Scouts [Basic Weapons/No Defenses]
5 Patrol Corvettes [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]: Basic Translation [3]
Dominant Race: Dwarji [“The People”]
Secondary Races: N/A
Trait: Industrious
Government: Republic
Economy: Stabilized
Credits: 8
Basic Resources: 41
Special Resources: N/A
Background: The People, as they call themselves, are composed of two main ethnic bodies with distinct differences, but the basic body type is the same; a sleek, streamlined furry creature resembling that of a mole or an otter. They find themselves at home in either a tunnel system or in the water, and as such they took a long time to discover plant domestication, but they quickly discovered metalworking after that. Social life is prized for the most part, and most of their wars (and they had quite a few in their long, disunited history) involved quick, highly coordinated strikes meant to bring the enemy to their knees. Despite this militaristic side, they are much more docile in real life than this description might let on, and typically prefer a communal festival to a bloody war.

Name: Terran Republic of New Rome
Ruler [Player]: Consul Atticus Regulus [Xen]
Color: Dark Red
Capital System: Centauri
Fleet: 5 Fighter-Scouts [Basic Railguns/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Terran
Secondary Races: Aelik-bajir [Isolated]
Trait: Militaristic
Government: Republic
Economy: Stabilized
Credits: 11
Basic Resources: 20
Special Resources: 5 Lesium Crystals {+0.05% Laser Damage}
Background: One of the first waves of attempted Terran colonization, this, along with many other (primarily failed) colonies that dot the region of space relatively close to Earth, was founded by a group of people who took fate into the own hands, and launched their own colonization expedition. Finding a verdant and fruitful planet, and settling on it, the group of people soon looked to create a paradise of classical nature upon their new Homeworld. However, within half a century a resident alien race came into contact with the "New Romans" and a full scale war thus ensued. The colonists, being constantly resupplied if quietly by populations in North America and Europe, both chaffing under the Untied Earth rule out of Berlin, wanting to start a new life, or just lovers of the classical ideal being created upon the planet, soon came in droves, while the earth-government attempted to hush the situation up.
It was as such that the alien race, the "Aelik-bajir", a race of reptiloids was soon wiped out for the most part, though what populations do remain are extremely isolated, similar to Amazonian tribes of the 20th and 21st centuries on Earth, thus relations are amicable, and populations low, but self sustaining. But the effect to mobilizing the population was extreme and now the New Roman republic stands ready, as the planet has been industrialized, urbanized, sanitized and populized, to expand into their neighboring star systems in their own right.

Name: Tegory Wuma
Ruler [Player]: {Unknwon} [Toteone]
Color: Neon Green
Capital System: Ten
Fleet: 5 Fighter-Scouts [Basic Railguns/No Defenses]
30 Artillery Ships
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Gory Wuma
Secondary Races: “Ancients”
Trait: Militaristic
Government: Empire
Economy: Stabilized
Credits: 8
Basic Resources: 35
Special Resources: N/A
Background: Emerging from the brutal society of a planet that has just undergone a 3,000 years period of near total anarchy ever since it's first nuclear war. This race remembers nothing in it's recent history but war until the ancients landed on their planet one fateful day and seized total control by power of their superior technology and more importantly weaponry.

Name: Vurilur
Ruler [Player]: Ozhimindoravu [foolish icarus]
Color: Brown
Capital System: Vweet-kt
Fleet: 35 Scouts [Basic Weapons/No Defenses]
20 Fighter-Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]:
Dominant Race: Vurilur
Secondary Races: N/A
Trait: Diplomatic
Government: Republic
Economy: Stabilized
Credits: 7
Basic Resources: 30
Special Resources: N/A
Background: The Vurilur are a culturally and ideologically diverse race. They are naturally excitable, individualistic, and value a balance of voluntary community and personal independence. Their curiosity and history of factionalism gives them the natural and cultural tools necessary to understand and communicate alien concepts and facilitate both progressive interspecies progress and hatch devious schemes.

Name: The Arkatus
Ruler [Player]: Overmind Kreatel [Erik Mesoy]
Color: Purple
Capital System: Tenarr
Fleet: 5 Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Above-average
Currently Researching [Credits Spent]:
Dominant Race: Arkatus
Secondary Races: N/A
Trait: Merchantile
Government: Federation
Economy: Growing
Credits: 9
Basic Resources: 35
Special Resources: N/A
Background: The Arkatus are a race of genderless, genetically unstable "stickmen", appearing almost as skeletons compared to some of the other creatures inhabiting their home planet. They have lived an unstable life - being a race prone to certain directions of mutation, which has forced the development of an economy where any and all things that may induce the cure of a detrimental mutation, or preserve a beneficial one.
The Arkatus are ruled by an "Overmind" who holds the title of The Kreatel. This position is fluid and may shift once a week or stay for several years. When a normal Arkatus assumes the mantle of the Kreatel, it becomes motionless, appears self-sustained, and is almost a terrain feature - except that it provides the mental control that keeps Arkatan society from degenerating into anarchy. This happened eight hundred years ago, when a freak meteor strike killed the new Kreatel, and the result was that small "sub-Overminds" formed all across the planet, and it took fifty years before they were reunited.

Name: Progenitors
Ruler [Player]: Seth Av’eri [Cleric]
Color: Yellow-green
Capital System: {unnamed}
Fleet: 5 Scouts [Basic Weapons/No Defenses]
20 Fighter-Scouts
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]: Basic Weaponry [4]
Dominant Race: Progenitor
Secondary Races: N/A
Trait: Scientific
Government: Empire
Economy: Stabilized
Credits: 7
Basic Resources: 25
Special Resources: N/A
Background: The Progenitors were an advanced race before a disastrous event that virtually reduced their great civilization to an agricultural world. A mad scientist/evil genius had a plan to take control of the planet using his weapon of mass destruction, an unknown experimental highly destructive bomb. Agencies were close to finding out his location and thus he didn’t have much time to study the effects of his weapon. He detonated his bombs on few specific locations of the planet and they caused a lot of damage, but they had a side effect he didn’t predict – they generated immense EMP pulses that shut down the whole planet. This threw the world in disorder and a long 500 years of anarchy. However, they united and started rebuilding their world. A thousand years have passed since then and they are back on their feet, although they are not as advanced as they used to be. The Progenitors are humanoids that look a lot like Terrans, but with a few differences. Evolution has taken an interesting path with the Progenitors. Progenitors with red eyes are great soldiers because of their great strength and endurance (35% of pop). Those with green eyes are great workers because they have average strength and intelligence (35% of pop). Those with yellow eyes are great scientists because of their amazingly high IQ (19% of pop). Those with blue eyes are like born leaders because they have IQ of an scientist and a strength, endurance of a warrior (10% of pop). Those with purple eyes have telepathic/psychic powers (1% of pop).

PC Organizations
 
NPC Civs

Name: Telrah Empire
Ruler [Player]: Lord Addam Tetru [Permanent NPC]
Color: Greenish-blue
Capital System: Telreuth
Fleet: {?}
Dominant Race: Telrah
Secondary Races: N/A
Trait: {?}
Government: {?}
Economy: {?}
Credits: {?}
Basic Resources: {?}
Special Resources: {?}
Background: A race of beings which look suspiciously like Terrans. They have red skin, and their eyes and hair are dark. They are highly advanced, but reclusive and possibly paranoid. Their home world and home system are both named Telreuth.

Name: Provincial Republic of Iatok
Ruler [Player]: Senate Leader Yelit-pau [Permanent NPC]
Color: Sea Green
Capital System: Ru
Fleet: {?}
Dominant Race: Iatoki
Secondary Races: {?}
Trait: {?}
Government: Republic
Economy: {?}
Credits: {?}
Basic Resources: {?}
Special Resources: {?}
Background: A race of large beings which display mammalian, avian, reptilian, and 100% alien characteristics. They seem very survivalistic -- it's possible that they have had some unfortunate problems in their race's history. Fairly advanced.

Name: Commonwealth of Qolyuf
Ruler [Player]: Parfeni [President] Tzere [N/A]
Color: Yellow
Capital System: Aeuiq
Fleet: {?}
Dominant Race: Qol
Secondary Races: N/A
Trait: Pacifistic
Government: Confederation
Economy: Stabilized
Credits: {?}
Basic Resources: {?}
Special Resources: {?}
Background: A race of armored reptilians whose ships are designed to look almost like living creatures. They are very disdainful of imperialism and wars of conquest, yet are also quite violent. Their "death penalty" is one that involves gladiator combat or beheading. Politicians bicker constantly and have never been challenged before. Qol language has no "s" sound.

Name: {Unknown}
Ruler [Player]: {Unknown} [N/A]
Color: Tannish-orange
Capital System: {?}
Fleet: {?}
Dominant Race: {?}
Secondary Races: {?}
Trait: {?}
Government: {?}
Economy: {?}
Credits: {?}
Basic Resources: {?}
Special Resources: {?}
Background: Civilization near the Riddla Republic. Apparently aggressive. No other data is available.

NPC Minors

Name: The Yukonians
Ruler [Player]: {disunited} [N/a]
Dominant Race: Terla
Secondary Races: Auika
Trait: Agricultural
Government: {disunited}
Economy: Disunited
Credits: 0
Basic Resources: 350
Special Resources: 65 Gamma Diamonds
Background: A minor race near the Verilur. No other data is available.

Name: Eltum Imperium
Ruler [Player]: Imperator Szaal [N/A]
Dominant Race: Takayu
Secondary Races: N/A
Trait: Agricultural
Government: Empire
Economy: Recession
Credits: 1
Basic Resources: 55
Special Resources: 30 Lesium Crystals
Background: A minor empire near the Verilur. No other data is available.

Name: The Perisie
Ruler [Player]: {Disunited} [N/A]
Dominant Race: Ferlpuol
Secondary Races: Lesser Ferlpuol
Trait: Agricultural
Government: {Disunited}
Economy: {Disunited}
Credits: 0
Basic Resources: 625
Special Resources: N/A
Background: A minor race near the Tegory Wuma. No other data is available.

Name: Zakra Siphilae
Ruler [Player]: {disunited} [Permanent NPC]
Dominant Race: Zakra Workers, Soldiers, etc.
Secondary Race: Zakra Queens, Winged Soldiers
Trait: {?}
Government: Anarchy
Economy: Nonexistant
Credits: {?}
Basic Resources: {?}
Special Resources: {?}
Background: A minor empire near the Alean Dominion, now currently under attack. They appear capable of shifting their mindsets away from a hive during disasters.

Name: The Tectons
Ruler [Player]: {Disunited} [N/A]
Dominant Race: Tectons
Secondary Races: N/A
Trait: Agricultural
Government: {Disunited}
Economy: {Disunited}
Credits: 0
Basic Resources: {?}
Special Resources: {?}
Background: A minor race near the Tau Federation. Silicon-based. No other data is available.

Name: The Oou
Ruler [Player]: {Disunited} [N/A]
Dominant Race: Oou
Secondary Races: N/A
Trait: Agricultural
Government: {Disunited}
Economy: {Disunited}
Credits: 0
Basic Resources: {?}
Special Resources: {?}
Background: A minor race near the Arkatus. Stone-aged. No other data is available.

Name: Ieuse Corporate Alliance
Ruler [Player]: CEO Lwadukk [N/A]
Dominant Race: Ieus
Secondary Races: N/A
Trait: Merchantile
Government: Empire
Economy: Booming
Credits: {?}
Basic Resources: {?}
Special Resources: {?}
Background: A minor empire near the Arkatus in the midst of a late Information, early Genetic Age. No space travel. Ruled by corporations and the rich, essentially an oligarchic empire with meaningless republican flavors. Apparently, their language adds an e at the end of a name in much the way that “ian” is added to a name, though there has been no real contact.

NPC Organizations
 
Standard Technologies 1

This is a listing of the technologies you will be able to develop through standard research, as well as their cost and requirements.

FTL Drive – 9 Credits – No Requirements
-At last, the technology needed to travel between stars has been developed!-
{Allows the construction of Starships}
Known to: All Major Civilizations

Plasma Techs

Basic Plasma Tools – 5 Credits – No Requirements
-With basic plasma tools, efficiency and resource retrieval will be improved; it also opens to door to plasma weapons-
{Increases system Basic Resource production by 1}
Known to: Earth Federation, Dwarji Union, Riddla Republic.

Improved Plasma Tools - 9 Credits - Requires Basic Plasma Tools
-Further improving our plasma tools will increase our efficiency and resource retrieval-
{Increases system Basic Resource production by 5}
Known to:

Heavy-duty Plasma Tools - 16 Credits - Requires Improved Plasma Tools
-By using our previous tools to fashion yet better tools, we can create greatly enhance efficiency and resource retrieval-
{Increases system Basic Resource Production by 10}
Known to:

Robotic Manufacturing - 15 Credits - Requires Improved Plasma Tools
-Our civilization has been using robots to build things for years, but now we can refine those techniques ten-fold with our plasma tools-
{Increases system Basic Resource production by 10}
Known to:

Advanced Robotic Manufacturing - 23 Credits - Requires Robotic Manufacturing and Heavy-duty Plasma Tools
-Better robots and better tools refine our production capacity to its hieght!-
{Increases system Basic Resource production by 25}
Known to:

Plasma Refineries - 26 Credits - Requires Robotic Manufacturing and Advanced Holding Fields
-Plasma refineries are used to mass-produce goods that appear extremely high-quality with minimal cost-
{Greatly increases the effect of Racial and Nation Trade Goods}
Known to:

Basic Plasma Weapons - 9 Credits - Requires Basic Plasma Tools
-Short-range weaponry using plasma has been developed, but we'll need some other technology to allow for ranges beyond a couple hundred yards-
{Increases System Defenses in all systems by 5%}
Known to:

Mid-range Plasma Weapons - 13 Credits - Requires Basic Plasma Weapons and Basic Holding Fields
-By using holding fields, we can greatly enhance the range of our plasma weapons, both on our soldiers and our ships-
{Increases System Defenses in all systems by 5%; allows "Plasma Turret"}
Known to:

Long-range Plasma Weapons - 17 Credits - Requires Mid-range Plasma Weapons
-Refining our knowledge of how to work plasma in these fields allows us to enhance the range further!-
{Allows "Large Plasma Turret"}
Known to:

Plasma Cannons - 20 Credits - Requires Long-range Plasma Weapons and Advanced Holding Fields
-Now that we have range, we can focus on enhancing the power of our plasma weaponry!-
{Allows "Plasma Cannon"}
Known to:

Defensive Techs

Basic Deflection and Armor – 5 Credits – No Requirements
-In order to survive, defenses for our ships are needed-
{Allows Basic Deflectors, Armor Plating; allows Patrol Corvette chassis}
Known to: Commonwealth of Qol

Improved Deflection - 8 Credits - Requires Basic Deflection and Armor
-Deflectors are primitive "shields" that can block damage, but are most useful for stopping energy and heat-
{Allows Basic Deflectors}
Known to:

Improved Armor - 8 Credits - Requires Basic Deflection and Armor
-With extra armor on our ships, they can survive punishment from most any weapon slightly better-
{Allows Armor Plating; allows Magnetic Plating}
Known to:

Warfare Techs

Basic Weaponry – 5 Credits – No Requirements
-Going into space, we realize that we need weapons of war to survive and thrive-
{Allows Basic Missiles, Basic Railguns; allows Artillery Frigate chassis}
Known to: Illidi Empire, New Roman Republic, Tegory Wuma

Railgunnery - 7 Credits - Requires Basic Weaponry
-Railguns are effectively the gun-type weapons of the future. With these, we can not only arm our ships with them, but our soldiers as well-
{increases effectiveness of "Basic Railguns"; allows Railgun Turret; increases System Defenses in all systems by 5%}
Known to:

Missile Techs

Space Missiles - 10 Credits - Requires Basic Weaponry
-Missiles are long-range weapons which pack one heck of a punch, and are very accurate at their destructive job-
{increases effectiveness of "Basic Missiles"; allows Swarm Missiles}
Known to:

Point Defenses - 9 Credits - Requires Basic Weaponry
-Point Defenses are a new development that can halt many missiles in their path, saving our ships from them-
{Allows Point Defenses}
Known to:

Gravity Techs

Basic Gravitational Control – 5 Credits – Requires FTL Drive
-Controlling gravity is a requirement if we plan on creating ships designed for long space treks-
{Increases radius control of space}
Known to: Illidi Empire, Alean Dominion

Improved Gravity Control - 7 Credits - Requires Basic Gravitational Control
-With improved gravitational control, we can create what are effectively spacefaring research labs-
{Increases radius control of space; allows Science Frigate, Research Cruiser}
Known to:

Gal. Station Techs

Galactic Stations - 6 Credits - Requires Basic Gravitational Control
-Galactic Stations are artificial environments which can serve as research labs, military bases, or even colonies-
{Allows construction of Galactic Stations}
Known to:

Propulsion/Energy Techs

Basic Ion Propulsion – 5 Credits – Requires FTL Drive
-Ion propulsion can increase the speed of our ships' sublight engines, effectively extending our radius of control in space-
{Increases radius control of space; allows Light Fightercraft Squadrons}
Known to: Tau Federation

Cold Fusion - 8 Credits - Requires Basic Ion Propulsion
-Cold fusion is perhaps the greatest invention ever devised, allowing for cheap and efficient energy without harming ecologies or leaving space dust-
{Allows Laser Turret}
Known to:

Economic Techs

Basic Commerce – 5 Credits – No Requirements
-By constructing a basic economic structure, we begin our way into the galactic commercial universe-
{Improves economy}
Known to: Riddla Republic, Vurilur, The Arkatus, Tegory Wuma

Energy Banks - 7 Credits - Requires Basic Commerce
-Energy is quickly becoming a currency all its own; by creating banking systems for energy, we effectively are going to increase our wealth-
{Improves the economy and efficiency}
Known to: The Arkatus

Interstellar Stock Exchange - 10 Credits - Requires Energy Banks
-As corporations move into the interstellar level, a stock exchange system must be developed to go with; only then can our economy not become corrupted-
{Improves economy and efficiency}
Known to:

Interplanetary Commerce - 10 Credits - Requires Basic Commerce
-Building in a system of commerce which takes into account other planets will greatly enhance our economy's ability to function within the galactic community-
{Greatly improves the economy}
Known to:

Translation and Trade Techs

Basic Translation – 5 Credits – No Requirements
-Communication with alien races is a must if we wish to survive, for it's unlikely we can survive alone-
{Allows basic communication with alien races}
Known to: Alean Dominion, Atha’an Ayende, Vurilur

Interstellar Trade - 6 Credits - Requires Basic Translation
-The first rules and regulations of trade between systems has been developed, effectively streamlining our economy-
{Increases the economy}

Improved Translation - 9 Credits - Requires Basic Translation
-By improving our translation techniques and increasing our understanding of each other, we can make more advanced deals with our alien neighbors-
{Allows Mutual Protection Pacts, Anti-Piracy Pacts, and other general agreements with alien civilizations}

Translation Devices - 11 Credits - Requires Improved Translation
-Creating small devices which can serve as communicators will allow our citizenry to communicate with aliens-
{Greatly improved efficiency and economy}
 
Starship Chassis

Scouts

Scout - 30 for 1 Credit - No Requirement
{Basic scouting ship equipped with advanced sensory equipment; can only equip standard weapons and defenses}

Fighter-Scout - 20 for 1 Credit - No Requirement
{Scout ship with sensory equipment replaced with extra weapons; can only equip standard weapons and defenses}

Hyper Scout - 1 for 1 Credit - Requires Multigravity Fields and Improved Ion Drives
{An advanced scout ship equipped with sensory equipment, weaponry and defenses, and a small research lab; very multipurpose; can only equip standard weapons and defenses}

Corvettes - Small Standard Vessels

Patrol Corvette - 15 for 1 Credit - Requires Basic Deflection and Armor
{Small vessel designed exclusively to patrol and defend space; good at stalling enemies}

Medium Corvette - 5 for 1 Credit - Requires Ion Drives, Railgunnery, and Improved Armor
{Small ship built to have speed, power, and defensive ability all wrapped into one; well-balanced in multiple roles, excelling in none; gains a defensive bonus when fighting with Basic Frigates}

Battle Corvette - 5 for 1 Credit - requires Space Missiles and Railgunnery
{Small vessel built purely for combat; good as offensive support, horrible on the defensive}

Heavy Corvette - 1 for 1 Credit - requires Ion Based Weaponry
{Small, powerfully-built vessel weighed down by weapons and defenses; sacrifices speed for power; gain offensive bonuses when supported by Heavy Galleons}

Galleons - Medium-Small Standard Vessels

Gun Galleon - 14 for 1 Credit - requires Basic Plasma Weaponry and Basic Weaponry
{Medium-small vessel built with two or three very large guns; bombards as well from afar as it does from close up; lacks manueverability}

Heavy Galleon - 1 for 1 Credit - Requires Mid-range Plasma Weapons and Basic Alloys
{Medium-small ship designed to take as much damage as it can deal; armed with numerous turrets, a number of main guns, and heavy defenses; incredibly sluggish; gains an offensive bonus when fighting with Heavy Corvettes}

Artillery Galleon - 18 for 1 Credit - requires Railgunnery and Space Missiles
{Medium-small vessel built primarily to accurately bombard enemies from a distance; good at sieges; gains an offensive bonus when fighting with Artillery Frigates}

Frigates - Medium Standard Vessels

Artillery Frigate - 15 for 1 Credit - Requires Basic Weaponry
{Medium-sized ship designed to accurately bombard enemies from a distance; excellent siege vessel; gains an offensive bonus when fighting with Artillery Galleons}

Basic Frigate - 7 for 1 Credit - Requires Basic Ion Propulsion and Basic Weaponry
{A medium-sized vessel with no particular specialty, though leaning towards offense; good all around; gains a defensive bonus when fighting with Medium Corvettes}

Shield Frigate - 5 for 1 Credit - Requires Improved Deflection and Improved Armor
{medium-sized vessel designed entirely to defend against enemy attacks in battle and slow them down, if not stop them entirely; cannot equip Special Weapons or Armor; cannot equip a Standard Weapon; can equip two Standard Defenses}

Enforcer Frigate - 1 for 2 Credits - Requires Mass Drivers
{medium-sized ship constructed for a combination of pure speed with good power; lacks good defenses; excellent hit-and-run vessel}

Brigs - Medium-Large Standard Vessels

Assault Brig - 10 for 1 Credit - Requires Mid-range Plasma Weaponry and Railgunnery
{Medium-large vessel designed to fight against enemies directly; well-balanced, thoughy leaning heavily towards offensive manuevers}

Armor Brig - 1 for 2 Credits - Requires Ion Drives and Silk Metals
{Medium-large vessel built for defensive purposes; capable of launching effective counterattacks against enemies}

Siege Brig - 2 for 1 Credit - requires Thermonuclear Missiles
{Medium-large vessel designed purely to siege planets and stations; slow, weak, ineffective in conventional space combat}

Cruisers - Large Standard Vessels

Turret Battlecruiser - 8 for 1 Credit - Requires Ion Drives and Railgunnery
{Large-but-light support vessel built with dozens of small turrets; very useful in large-scale battles, nearly useless in skirmishes}

Patrol Cruiser - 1 for 2 Credits - Requires Ion Drives and Planetoid Deflectors
{Large, heavily-defended vessel built for policing and defending systems and stations; slow, not a war-fighting machine}

Fightercraft

Light Fightercraft - 5 Squadrons for 1 Credit - Requires Basic Ion Propulsion
{Light one- or two-person vessels which swarm an enemy; can only equip a Standard Weapon and Defense; good against large vessels}

Bombercraft - 1 Squadron for 1 Credit - Requires Cold Fusion
{Heavily-built vessels based on fightercraft, can support a crew of four or five; slow and require escorts, but can hit incredibly hard against most anything but fighters; can only equip a Standard Weapon and Defense}

Medium Fightercraft - 1 Squadron for 1 Credit - Requires Cold Fusion
{One- or two-person vessels built to have extra firepower and defenses; good against light fightercraft and medium-sized vessels}

Fighter-Bomber - 1 Squadron for 2 Credits - Requires Improved Ion Drives
{small two- to six-person craft built for both fighter and bomber roles; excels in neither}

Carriers

Light Carrier - 1 for 1 Credit - Requires Basic Ion Propulsion and Improved Gravity Control
{Lightly armored vessel which carries 5 Fighter Squadrons. Can only equip Defenses}

Carrier - 1 for 4 Credits - Requires Ion Drives and Advanced Gravity Control
{Somewhat decently defended vessels which can carry up to 10 Fighter Squadrons. Can only equip Defenses}

Anti-pirate Vessels

Modified Freighter - 10 for 1 Credit - Requires Basic Ion Propulsion and Interstellar Trade
{Small, privately produced vessels purchased by the government. Modified with top-grade weapons, defenses, and engines. Good for coaxing pirates out into the open}

Modified Alien Freighter - 1 for 1 Credit - Requires Ion Drives and Trade Routes
{Small, alien-made freighter purchased from their home civilization and modified with top-grade weapons, defenses, and engines. Excellent at getting pirates to reveal themselves}

Suicide Transport - 7 for 1 Credit - Requires Ion Drives and Basic Commerce
{small, privately-built civilian transport purchased by the government. Modified with a powerful self-destruct device. Good at coaxing out pirates. May or may not be manned, depending on racial preference}

Attack Transport - 1 for 1 Credit - Requires Ion Drives, Interplanetary Commerce, and Basic Weaponry
{Small, privately-built civilian transport purchased by the government. Modified with heavy weaponry and basic defenses. Good at coaxing out pirates}

Scientific Vessels

Science Frigate - 25 for 1 Credit - Requires Improved Gravity Control
{Lightly-armed and armored vessel which can explore mysterious objects, ruins, and other anomalies. Can only be equipped with Standard Defenses}

Research Cruiser - 10 for 1 Credit - Requires Improved Gravity Control
{Medium vessel which can explore mysterious objects, ruins, and other anomalies. Can equip Standard Weapons and Defenses}

Standard Weapons

Basic Weapons : No Requirements
{Experimental space weapons; no special bonuses; blocked by everything}

Missile Weaponry

Basic Missiles : Requires "Basic Weaponry"
{Standard starship-to-starship missile; excellent long-range weapon; accurate}

Nuclear Missiles : Requires "Thermonuclear Missiles"
{Incredibly destructive missile weapon; excellent siege weapon, but shockwaves and EMP releases can cause problems for allies as well as enemies}

Proton Missiles : Requires "Proton Warheads"
{Experimental energy-mass missile; devastatingly powerful but extremely unstable, capable of wiping out both enemy and allied forces}

Energy Missiles : Requires "Energy Missiles"
{Prototype pure-energy missiles; very powerful, but very sluggish; easy to avoid}

Proton Torpedoes : Requires "Photon Torpedoes"
{The Dreadnought of missile weapons -- completely outclasses all standard missile weaponry in all areas; only disadvantage is that Photon Torpedoes require a lot of resources (read: money) to create, thus increasing the cost of ships equipped with them by 3 Credits}

Railgun Weaponry

Basic Railguns : Requires "Basic Weaponry"
{Standard ship-mounted railgun; excellent short-range weapon}

Railgun Turrets : Requires "Railgunnery"
{Small railgun cannon that trades power for added speed in its firing}

Mass Drivers : Requires "Mass Drivers"
{Large railgun cannons with lots of recoil upon firing; very slow, but very powerful}

Plasma Weaponry

Plasma Turret : Requires "Mid-range Plasma Weaponry"
{Small cannon which fires plasma; primitive but effective against anything not shielded by Deflectors}

Large Plasma Turret : Requires "Long-range Plasma Weaponry"
{Large cannon which fires plasma; improved techniques allow for striking targets from afar; effective against most anything not shielded by Deflectors; however, overheating is very possible}

Plasma Cannon : Requires "Plasma Cannons"
{huge cannon which fires plasma; devastatingly powerful against anything not shielded by Deflectors; overheating is far worse}

Special Weapons

Swarm Missiles : Requires "Space Missiles"
{A cache of tiny missiles that fire all at once; effective against large targets and fightercraft}

Decoy Missiles : Requires "Space Missiles"
{A cache of small missiles that carry no explosive charge; effective at confusing enemy anti-missile systems and scaring the bejeezus out of enemy pilots}

Behemoth Railgun : Requires "Antiship Railguns"
{One gigantic railgun with enough power to destroy even the most heavily defended vessel in one shot; has enormous recoil and reload rates; can only be equipped on larger ships -- Brigs on up, precisely}

Plasma Spray : Requires "Basic Plasma Weapons"
{Short-range spray of plasma over an opposing ship; disables effectively, but difficult to get into range}

Laser Turret : Requires "Cold Fusion"
{A small high-powered laser turret; lasers cut through any defense but Mirror Coating; however, they drain enormous amounts of energy and can't be maintained steadily}

Fusion Laser : Requires "Fusion Lasers"
{A large, ultrapowerful laser cannon; drains energy heavily, but has its own energy reserve to drain first; capable of dealing huge damage; worthless against Mirror Coated ships}

Tractor Beam : Requires "Multigravity Fields"
{A 'beam' of gravity is used to disable and pull one to two enemy ships into capture/firing range with ease; note that weapons aren't disabled, just movement}

Ion Blaster : Requires "Ion-based Weaponry"
{Powerful quad-set of ion weapons mounted on the ship; capable of rapid, continuous fire; can punch through Deflectors due to this continuous fire}

Ion Cannon : Requires "Ion-based Weaponry"
{Large ion weapon mounted on the ship; offers one huge, powerful burst that can destroy smaller ships in one blast; cannot puncture Deflectors because of its single-shot fire}

Standard Defenses

No Defenses : No Prerequisites
{No defenses beyond the hull}

Deflector Defenses

Basic Deflectors : Requires "Basic Deflection and Armor"
{Primitive shielding softens damage from all types of attack; blocks Plasma and Ion weaponry effectively; EMP blasts will render Deflectors useless for several minutes, however}

Reflectors : Requires "Improved Deflection"
{Deflection sields capable of actually deflecting plasma and ion attacks back at the enemy; however, missiles and railguns drain the shield battery faster, which can render the defense useless; EMP bursts aren't as effective, as the burst is mostly reflected}

Double-layer Deflectors : Requires "Double-layer Deflectors"
{Twin Deflector shields set over one another, doubling their defensive capability; uses seperate shield batteries, so disabling one won't disable the other; EMP blasts are just as crippling for them}

Heavy Deflectors : Requires "Planetary Deflectors"
{Advanced, strong Deflector shield; capable of blocking all weapons very well; however, there is a massive drain on energy reserves, and a ship with Heavy Deflectors must travel with them activated}

Armor Defenses

Armor Plating : Requires "Basic Deflection and Armor"
{Extra plating is added to the hull, defending against all damage slightly}

Alloy Plating : Requires "Basic Alloys"
{Extra, superstrong alloy plating is added to the hull, defending against all damage fairly decently}

Silk Metal Construction : Requires "Silk Metal"
{The ship is constructed with very strong silk metals, making it impervious to Basic Weapons and well protected from most other things; adds a 2 Credit cost to construction}

Silk Metal Plating : Requires "Silk Metal"
{The ship is "plated" with very strong silk metals, making it well-defended from all things}

Crystalized Steel Armor : Requires "Crystalized Steel"
{The ship is armored of translucent, ultra-strong crystalized "diamond-quartz mega-steel"; it is greatly defended against most things}

Missile Defenses

Point Defenses : Requires "Point Defenses"
{A tiny, weak laser is used to disable missile guidance and propulsion systems; defends only against missiles, but is extremely effective at its job}

Missile Jammers : Requires "Missile Jammers"
{A special missile tracking jammer is used to confuse and sometimes reverse the course of a missile; effective, but isn't as sure-fire as Point Defenses; anti-jammers render them ineffective against certain missiles}

Fusion Point Defenses : Requires "Laser-based Defenses"
{An upgraded version of the standard point defense; has a 99% chance of stopping any non-energy missile; adds a 2 Credit cost to ship construction}

Special Defenses

Magnetic Plating : Requires "Improved Armor"
{Metal plating which is highly magnetic is placed on the ship. Can reflect some Mass Driver shots}

Mirror Coating : Requires "Mirror Coating"
{A special coating that acts like a mirror is placed onto a ship; reflects lasers and makes ships less visible to the enemy's sight and sensors}
 
Very good! I shall join after turn 3!
 
I'm debating wether to join now or wait for the 3rd turn... I'll lurk for sure, though.
 
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