[WIP]The Peacekeeper Wars

Ajidica

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The Peacekeeper Wars​

Backstory
After the invention of the Marxoni Drive, humans were finaly able to economicaly expand out of their own solar system. After a mad dash of colonization, many colonies formed into the Empire of Terra for protection and economic prosperity. The few colonies that did not join the Empire of Terra were swiftly crushed. As time went on, Terran space expanded, and the pride of the Terran Emperors grew. They thought, "How could we loose power, if no one has the strength to consider challenging us?" To the people living on the fringes of the Empire, discord grew as the Terran kings living in luxury on Terra thought only of themselves. The discord grew into hatred and the hatred into rebellion. The admiral Leo Molitor was sent to put down one of the rebellions, but after seeing the mismanegment on the colony that resulted from the Boros-Ginjo Dysnaties incompetence, he decided eventualy, the Boros-Ginjo would have to be overthrown. It must be noted that Leo Molitor's feelings of revolt were likely exacerbated when a warship bearing the crest of the Boros-Ginjo Dynasty bombarded a planet back to the stone age despite Leo's commands that they should not. The Molitor Family, under Leo II Molitor revolted against Faykan Boros-Ginjo, forcing him to flee to Alpha Centauri. After a brief civil war, peace is established with the Molitor family emerging as the nominal victors. In the chaos following the flight of Faykan Boros-Ginjo, numerous colonized systems are forgotten about, beginning the period known as the Breakdown. Despite reform efforts attempted by the Molitor dynasty, the Terran Empire is proving too big to be managed and is collapsing under its own weight. After an economic collapse and numerous minor revolts, the system of Selredor, forever changes the course of history by formaly revolting against Imperial Terra proclaiming themselves the Empire of Selredor. A forgotten group of colonies now return to further add to Terra's problems. This group called themselves the Adventists, who believed that they must conquer the universe in order to prepare it for the coming of the creator, Ghailynn. The precarious situation further deteriorates for Terra with the assassination of a representative from the Gamma Waipeng system. The Gamma Waipeng system was long noted for its sepratist tendancies, and this assassination was just the cassus belli needed for that system to proclaim itself the Imperium of Man. After defeat on all sides, the Terran Empire manages to stage a comeback, surprising everyone. The resurgance of Terran might was the direct result of one person, Hans Molitor. He overthrew his incompetant step-father Josip, and proclaimed himself Emperor. Hans then executed a perfect blitzkreig campaign against Terra's enemies, emerging victorious, and forcing an uneasy truce amongst the revolting empires. Despite the glorious efforts of Hans to try and restore the Terran Empire, war erupts, plunging Technic Space into the Second Galactic War in barely half a decade. The Dove of Peace was evidently slaughtered by the Arrow of Hate, for the war was to go on and on, past the point of reason, as if persuing the point of suicide. The fires of war were not lacking in fuel.
-Introductrion to "The History of the Peacekeeper Wars", written by the Empress Irulan I whilst on Selredor as a prisoner after the collapse of the Imperium of Man.


The Peacekeeeper Wars is a mod for the Final Frontier space mod that shipped with Beyond the Sword. It is more focused on a clash of mighty empires and their eventual fall more than colonization. The mod draws heavily from the show Farscape, and the Sci-Fi books by Larry Niven, the Dune series by Frank Herbert, the Dominic Flandrey series by Poul Anderson, the Gaia series by John Varley, the Berserker series by Fred Saberhagen, and numerous other sources. The backstory I have created for it is my own, the length of time between the events is subject to change. This is just an alpha version. The only thing that is new are the civs and leaders, religions, techs, and units (which still need some abilities added and UU's). The buildings and civics are the same as in Final Frontier, but with new techs. The following is the civs, along with their theme and leaders.

>>>>The list is outdated, there are ALOT more civs. I'll update the list when I have time.<<<<<<<<
>The Empire of Selredor (Peacekeepers)
Backstory: They seek to unite the universe under one banner to prevent any future conflicts. Slightly dystopian totalitarianism, militaristic and ruthless.(They make Roman Legions look wimpy)
Leader: Commandant Dhurka: Primary commander in the assaults against Terra. Arrogant and abrasive, but with the skills and sucesses to validate his claims.

>Imperial Terra
Backstory: They seek simply to preserve the Empire of Terra, and hopfully re-unite it. Much like late Imperial Rome (Theodosian to Justinian Dynasites)
Leader: Emperor Hans Molitor: After coming to power by overthrowing his father, he is the leader that Terra was seeking, but the cards of the universe are stacked against him.

>Allied Colonies
Backstory: The 'forgotten colonies' of Imperial Terra. They banded together for mutual protection the prevent annexation.
Leader: Lucas Launcelot Garner: Unanimously elected, he faces the challenge of holding together a small. fractured empire against Selredor, the Adventists, and the Imperium.

>Esteel
Backstory: Originaly a collection of mining colonies, they revolted against Terra early during the Breakup. Squished between Terra and Selredor, their only option is to fight. An option that they prove to be quite good at.
Leader: Johan Karalssorn: Needs development

>Veneria
Backstory: A collection of planets that were blessed with abundant natural resources and above all, the spice Melange. The broadener of conciousness and extender of life. Growing fat on trade, they were inconvienanced when wars broke out. They rely on economic might to survive and seek to remain neutral. But when their ships started to be siezed on accounts of 'espionage' they protested. They were reminded by Esteel, Selredor, and Terra, 'To be neutral is to be impartial'.
Leader: Guildmaster Eldric: Needs development, but much like Niccolo Machiavelli

>Gaians
Backstory: Founded by the Emperor Iblis Ginjo to get the 'green' movements out of his way, the Gaian colones were founded to show the viability of enviromental sustainment in a modern society. That they did, but the group is splitting into the 'sustainability' group and the 'dancing through the trees, sacrificing the odd goat' group.
Leader: Cirocco Jones: Exact same Cirocco Jones from the Gaia trilogy.

>Adventist
Backstory: An exiled religious/technologic group that is seeking to return to power. Collecting their intellect into one being, they are frightfully advanced; as evidenced by their 'Fleet of Worlds'. They take the place of aliens, as they win the RFH award. (Really Freaky Humans)
Leader: The Divine, The Eternal: Needs development.

>Imperium of Man
Backstory: Founded in strife, they want the known universe of be under their rule. Their social system is a rigid but benevolent caste system that has been hybridized with socialism. The majority of the comments of the Peacekeeper War comes from the daughter of the emperor, Irulan.
Leader: Padishah Emperor Shaddam IV Corrino of the Golden Lion Throne: An arrogant and pompous person. He feels that the average person is no more than a drone, and although the drones are to be kept happy, they aren't worthy to do anything besides work and be cannon fodder.

Roadmap:
The next major release will be where I integrate TC_01's Final Frontier Plus mod. Once I get the mod to where I want it, I'll attempt to merge in RevDCM.

Notes:
>Please check in the readme, as that contains a chronological timeline, along with a list of Terran Emperors following the revolt of Leo II Molitor and the split between the Old (Terran) Empire and the Molitor Terran Empire.
>Another reason for there being so many civs is that when I integrate this mod with RevDCM, I want the player to be able to change history and not be bound by the 'official' version of how events occured. To this end all the pedia entries will refer to the 'official' history, and any alt reality factions will have that noted in their pedia.
(These factions include House Rdenrundt, for example)
>Included is a exe launcher and an icon.
>When I refer to Technic Space, I am refering to the territories held by the primary empires. After Technic Space comes the Galactic Marches, and after than, the Great Void. However, most of the Marches and parts of the Great Void are mapped, so the total are known to the empires in TPKW is called Known Space.

Questions
>How do I change the calendar in game so it starts at the dawn of the 3rd millenium rather than the 24th?
>Is there any way to take YouTube movies, along with their sound, and turn them into biks? I'd like to use the Metropolis Babel scene for the Simplification religion.


Download
http://forums.civfanatics.com/downloads.php?do=file&id=12317
Hotfix for version Alpha1
http://forums.civfanatics.com/downloads.php?do=file&id=14453

Known Bugs:
None at the moment, except House Raedbrechen has the white flag issue.

Requests: If anyone is interested, I would like some generic Sci-Fi ships, preferably Farscape themed.

Credits: The Sci-Fi sources I mentioned above, Firaxis for the FF mod, the game Sins of a Solar Empire (I would highly reccomend this game. Excellent RTS that is relativly slow paced with well designed graphics) where I took a few soundtracks from (MainMenu, Terra, and Peacekeeper), the tracks from the Lynch Dune movie and the Sci-Fi channel one provided by Phonecian (Esteel, Imperium, Veneria, and Colonial) , Wikipedia where I got almost all of the leader pictures from, and the Necro Cristi mod by Colin where I got some diplotracks from (Gaia, and the Advent), and thats it as far as I can recall. In addition, the Warhammer Fantasy Battles Mod where I will be taking a few sound tracks from, and JEELEN's MoO2 mod where almost all of the flags are from.

Thanks to: Head Serf, JEELEN, The_J, Tholish, the Dune mod team, and others.
>Premier Valle for making a Peacekeeper Command Carrier and numerous other B5 units I'll be using.
 
>>>>These screenshots are outdated, I'll upload new ones as time allows.<<<<

Screenshot 4 is the techs in the mod.
Screenshot 5 is the pedia for the allied colonies.
Screenshot 6 is the pedia for the Gaians.
Screenshot 7 is the pedia for one of the units.
 

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I'll upload them later. Currently theres not much to see as there is no new art, but I'll have some of tech quotes, units, and one of the civs.
 
The file is now up, I'll add pictures later tonight.
 
Downloaded and tested. I got a crash but I soon discovered that it was my fault, I started a game with a normal random map instead of Final Frontier, d'oh.

Researching turned out to be a pain, but you are probably aware of that :) Shout if you need help with more testing.
 
I have done absolutly no balence testing, I basicly just pulled my tech cost from out of the blue. When the mod is in alpha, it means it is barely playable. What did you think of my tech quotes? I actualy really like my one for Mass Produced Tridees. If anyone has experiance with editing final frontier maps, I'd like some advice. The empires are likely going to be relativly small to start with. Rough number of cites:
>Terra:~6 with Terra being a really good city
>PK(peackeepers):~5
>Allied Colonies: ~5 (poorly developed)
>Imperium: ~4, one really good city (either Kaitain or Salusa Secundus) and good expansion
>Adventists and on: ~3
 
I have done absolutly no balence testing, I basicly just pulled my tech cost from out of the blue.

I should've been more clear, I was just thinking about the techs' placements in the tech tree. The arrows were going berserk and to research the tech that gives you settler ships, I had to research several techs from the future, which made me chuckle :). Of course, I understand that the mod is in its alpha stage, but things like that are always funny when testing mods (regardless of the game) :D

What did you think of my tech quotes? I actualy really like my one for Mass Produced Tridees.

I liked them, especially the Mass Produced Tridees. Eerie. Did you write them yourself? A few spelling errors are present but again, you probably know that already :)
 
I actualy need to rename Colony Ship to Pre-Fab colony. Main reason is that it would take several ships to get a functioning colony. Plus, the map will be mostly settled. As to the tech screen, I know it is badly messed up. Just ignore it, all of the prereqs are in order. To make the mod slightly playable, make colony ships require prior knowledge. That is where your tech editor will come in when I get around to it next week.

As to the quotes, I did write the Tridee one. It certiantly is eerie, it just sort of came to me. All of the ones that end in 'Commitee on something' are mine. Most of the ones from Dune are slightly modified or taking the basic premise. A few are word for word. I still need to find a tech for one quote by Robert S. McNamara 'General, you don't have a war plan! All you have is some kind of horrible spasm!' I probably should make a list so I can credit where I got the quotes from.
 
Sounds like an interesting backstory. I think FF could use a mod with a complex, FFH2-like backstory.

What ambitions are there for the features? Terresterial units, heroes, mercenaries, etc...?
 
Downloaded the file - will comment later. As for the tech quotes, do you mind telling how you edited them? (For MOO2Civ I've not been able to access all of the text files, beig unable to locate some of them. Unless you did it by copying the standard BtS files as mentioned earlier?) Perhaps you could expand the info on the DL page a bit.;)
 
GoodGame: The backstory is basicly my favorite sci-fi elements rolled into one. I eventualy want to include spies, merchant ships (doable now, I havent gotten around to it). Revolutions might go well with it. I will likely institute flagships later.

JEELEN: Just go to Text/textpedia or something like that, and edit the quotes there. No different from normal XML. FF sort of rolled all of the txt stuff into 2 files. What do you mean by expanding the dl page? I included a link back here. I will add more once there is actualy stuff to see.

Keldath: Farscape was awsome. I wish I could find my DVD of The Peacekeeper Wars and take the opening PK vs Scarran battle to use it here.

If anyone is wondering what the ARM is, they serve the function of barbs. I got rid of 'Space Pirates' as they serve more as mercenaries.
 
Why haven't you put this in the modpacks forum?
 
It is still rought alpha. There are no new buildings, civics, resources, ect. Massive balencing needs to be done, and I still need to make a map for it, as it is designed to be played with a map.
 
Yeah, but it's a modpack, right? And if you just copy the info in post #1 (maybe some screenshots?) to the DL page, I reckon you get more feedback here. (Just a thought.)
 
I personaly feel the modpacks is for beta or at least playable alphas. Once I get the map done, I might release it there. I'll add some more info to the dl link later in the week. Do you have any experiance map making with MOO2Civ? Apparently editing systems is alot easier now that Jon Shaefer moved the data from a python array to the wbs.
 
I actualy need to rename Colony Ship to Pre-Fab colony. Main reason is that it would take several ships to get a functioning colony.

I like that idea. So how many are we talking about? 3-5?
Now how would that work? The first one creates the colony and the subsequent ones.. what will they do.. and how? :confused:

To make the mod slightly playable, make colony ships require prior knowledge. That is where your tech editor will come in when I get around to it next week.

I was playing around with your mod and the editor. It will work nicely for placing techs on the grid. I am planning to update the two editors this weekend, so make sure to update by then! :)
 
Colony Ships: My bad, I was refering to (lowercase) colony ships, like the ones that Terra sent out. Those often required many ships to fully colonize a planet and get it going. In the mod, it is Pre-Fab Colony Ship, which is a new development, which basicly ships the whole colony over. The multiple ships idea is nice though. Perhaps additional ships (that can be built from prior knowledge) are required to build essential 'tier 0' buildings. Would likely not need any special coding as the buildngs would be built on the planet that is marked. I'll have to think about that idea. Colonies didn't just 'appear' in reality. I'll have to play around with it. I likely wont get much done this and next week as I have an english report to write, and my techer is a grammer and mechanics nazi.
 
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