RefSteel
Pacifistic Technologist
- Joined
- Nov 29, 2007
- Messages
- 257
All right, what with the Imperia and other stuff going on, it's been ages since we RB folks have had a succession game up here. (Okay, there's OSG 23, and Maniac and I haven't abandoned that one, but the second turnset report is taking the concept of "relaxed pace" to new limits. THIS one is NOT a "relaxed-pace" game; it's a regular 24/48 SG.) But we're ready to roll again with...
OSG 24 - The Guns of Sssla
For centuries, the Sakkra people of Sssla have been at peace. Their ancestors, huge lizard-like beings with massive claws and razor teeth, had battled endlessly for food and territory, and at first, even those who learned to band together for mutual strength did so in an inevitable hierarchy: The top Sakkra was the one with the toughest scales, the fastest claws, and the sharpest teeth. Sakkra nations rose and fell with the might of their warrior-kings as scientific knowledge made its slow, halting, progress toward modernity.
Until someone mixed saltpeter, charcoal, and sulfur in just the right quantities.
The first general to use guns in battle - weapons that could penetrate Sakkra scales like paper from long range - simply became a new, invincible-seeming warrior-king for an unusual reason ... but a reason with deep consequences. His rule lasted only as long as his soldiers' loyalty. Strength of tooth and sinew no longer mattered for rule, and as the guns found their way into ever-more-numerous Sakkra claws, would-be warrior kings faced a grim new reality: Their might had become irrelevant. The greatest warrior in all of Sssla could be taken down by a lucky shot from a child in his tweens. While other races on other worlds considered weapons a tool for specialized warriors only, millions of years of evolution told the Sakkra that weapons were as natural to their people as hands and lips - or rather, claws and teeth. The guns became ubiquitous, and with everyone armed, constantly, the rule of the land fell to the only force that could still enforce it: The sheer numbers of the majority.
So the Sakkra democracy was formed, on the strength of its guns and rifles. Peace spread across the world because breaking it meant certain death for anyone who did. There were no innocent bystanders: Anyone and everyone at the scene of a violent crime became what another race would think of as armed police. Though recent centuries have bred a culture of peace and openness among them, the Sakkra people continue to carry guns as a matter of course, and so when they learned to cross the stars, they mounted all their starships with the Guns of Sssla, inevitably.
Race: Sakkra
Difficulty: Impossible
Galaxy Size: Large
Opponents: Five
Color: Green
Events: On
Variant Rules:
1) All Sakkra are armed. Every ship we design or build must have at least one weapon on board, even if it's only a laser. We'll scrap our initial unarmed Scouts immediately. (The initial colship will exist for so short a time that we can just pretend it's armed, since it won't encounter any alien fleets.)
2) The Sakkra are a peaceful people. We may not engage in acts of war (attacking alien colonies with fleets or transports or using "sabotage" spying) unless we are already at war with the target race. Note however that we have a free hand over neutral worlds; we're not willing to attack them, but neither will we buckle to their aggression at the sites of potential colonies. Moreover, we may never threaten to attack another race.
3) The Sakkra are a democratic people. We respect the will of the galaxy's peoples, not the tyrants who rule over them and get to vote in the galactic elections. We must abstain in all high council votes, as they are a sham of democracy. EXCEPTIONS: If we have enough votes to win single-handed (i.e. conquest victory) we may elect the Sakkra democratic process itself as "high master" and accept the victory. Also, if we as the players decide it would be more fun at any point and have the opportunity, we may "revert to our violent ancestral roots" by voting for and rejecting a leader and initiating Final War.
4) The Sakkra fight their own battles. We may not use any of the tactics forbidden in the Realms Beyond Orion exploit list. For instance, we may not ask one race to declare war on another unless we are already at war with the target race ourselves.
5) I said, all Sakkra are armed! We may send invasion transports to another race's colony when at war, as the soldiers are armed and will use their weapons in ground combat - but we may not send defenseless "colony transports" (meaning ANY TRANSPORTS AT ALL) to our own colonies.
ROSTER:
jmas
RefSteel
codehappy
Maniac Marshall (ToddMarshall)
Catwalk
OSG 24 - The Guns of Sssla
For centuries, the Sakkra people of Sssla have been at peace. Their ancestors, huge lizard-like beings with massive claws and razor teeth, had battled endlessly for food and territory, and at first, even those who learned to band together for mutual strength did so in an inevitable hierarchy: The top Sakkra was the one with the toughest scales, the fastest claws, and the sharpest teeth. Sakkra nations rose and fell with the might of their warrior-kings as scientific knowledge made its slow, halting, progress toward modernity.
Until someone mixed saltpeter, charcoal, and sulfur in just the right quantities.
The first general to use guns in battle - weapons that could penetrate Sakkra scales like paper from long range - simply became a new, invincible-seeming warrior-king for an unusual reason ... but a reason with deep consequences. His rule lasted only as long as his soldiers' loyalty. Strength of tooth and sinew no longer mattered for rule, and as the guns found their way into ever-more-numerous Sakkra claws, would-be warrior kings faced a grim new reality: Their might had become irrelevant. The greatest warrior in all of Sssla could be taken down by a lucky shot from a child in his tweens. While other races on other worlds considered weapons a tool for specialized warriors only, millions of years of evolution told the Sakkra that weapons were as natural to their people as hands and lips - or rather, claws and teeth. The guns became ubiquitous, and with everyone armed, constantly, the rule of the land fell to the only force that could still enforce it: The sheer numbers of the majority.
So the Sakkra democracy was formed, on the strength of its guns and rifles. Peace spread across the world because breaking it meant certain death for anyone who did. There were no innocent bystanders: Anyone and everyone at the scene of a violent crime became what another race would think of as armed police. Though recent centuries have bred a culture of peace and openness among them, the Sakkra people continue to carry guns as a matter of course, and so when they learned to cross the stars, they mounted all their starships with the Guns of Sssla, inevitably.
Race: Sakkra
Difficulty: Impossible
Galaxy Size: Large
Opponents: Five
Color: Green
Events: On
Variant Rules:
1) All Sakkra are armed. Every ship we design or build must have at least one weapon on board, even if it's only a laser. We'll scrap our initial unarmed Scouts immediately. (The initial colship will exist for so short a time that we can just pretend it's armed, since it won't encounter any alien fleets.)
2) The Sakkra are a peaceful people. We may not engage in acts of war (attacking alien colonies with fleets or transports or using "sabotage" spying) unless we are already at war with the target race. Note however that we have a free hand over neutral worlds; we're not willing to attack them, but neither will we buckle to their aggression at the sites of potential colonies. Moreover, we may never threaten to attack another race.
3) The Sakkra are a democratic people. We respect the will of the galaxy's peoples, not the tyrants who rule over them and get to vote in the galactic elections. We must abstain in all high council votes, as they are a sham of democracy. EXCEPTIONS: If we have enough votes to win single-handed (i.e. conquest victory) we may elect the Sakkra democratic process itself as "high master" and accept the victory. Also, if we as the players decide it would be more fun at any point and have the opportunity, we may "revert to our violent ancestral roots" by voting for and rejecting a leader and initiating Final War.
4) The Sakkra fight their own battles. We may not use any of the tactics forbidden in the Realms Beyond Orion exploit list. For instance, we may not ask one race to declare war on another unless we are already at war with the target race ourselves.
5) I said, all Sakkra are armed! We may send invasion transports to another race's colony when at war, as the soldiers are armed and will use their weapons in ground combat - but we may not send defenseless "colony transports" (meaning ANY TRANSPORTS AT ALL) to our own colonies.
ROSTER:
jmas
RefSteel
codehappy
Maniac Marshall (ToddMarshall)
Catwalk