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#1 |
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Deity
Join Date: Jan 2004
Location: Bugger if I know
Posts: 5,596
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Pre-SysNES2: Beta-testing and Submission
This thread is for culture submissions and beta-testing of systems for the glorious SysNES2: Electic Bugaloo Link to SysNES1: A Murky Pool of Light First of all the new one won't be for months and months, but I want to play around with game systems and culture concepts long before actually starting. Spoiler for Universe Timeline Background:
Spoiler for Local Space Background:
First set of star system visualizations, unlike SysNES1 the game space will not be fully pairwise traversable – instead of being able to jump from a system to every other system, gas clouds and other stars will occlude some of the linkages, creating some strategy and choke points, though stars on average will connect to at least half of the 35 odd stars in the game space. There are more systems but there will be a lower average world count per system:
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#2 |
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Deity
Join Date: Jan 2004
Location: Bugger if I know
Posts: 5,596
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MECHANICS CHANGES AND GAME SYSTEMS I would very much appreciate feedback on these, as well as any points you had about the first NES systems Spoiler for Random Ideas:
Spoiler for New Economic Model:
Spoiler for Armies:
Redone Ships!: Rebalanced Ship Weapons – I’ve decided I want to push for this rock-paper scissors model of warship metagames to prevent the existence of a ‘best’ design as occurred at several points in the old SysNES. The main change is to make missiles really goddamn heavy, and lasers to require very heavy ancillary cooling systems, and give particle weapons better penetration. Thus light, fast, high dodge particle ships will dodge missiles and destroy missile boats, but will be slagged when they get within range of a multilaser gunship. Laser gunships however will be too slow to evade missiles very well and will be crushed at long range by missile ships. There will be also long range laser and particle weapons, though these will be more for siege and support purposes. ![]() Templates and Refinement – Ship designs were too expensive in s to be very fun in the last SysNES, but on the other hand I don’t want to make them too cheap, so we have two new systems beign brought in. Templates is effectively letting you make generic ship components at the cost of a ship design slot. You would for example make a missile boat template (Kickpuncher class) with ‘weapon hardpoints’ instead of actual missiles. You could then make a Kickpuncher Fusion Buster design for only the additional s cost of the Fusion Busters, and then later make a Kickpuncher Kinetic Lance design for only the s cost of the Kinetic Lances (for a total of 3 ship design slots used). Refinement is you spending e and a little bit of s to refine an existing ship design (making it cost less) leveraging your e rather than constantly having to spend s on new designs to keep up with the joneses. New and fancy Electronic Warfare system - see the battle calculator for details! All this and more can be seen in the ShipDesigner2_TEST1.xlsx is as you might expect, the latest and greatest of the ship designers with all the new concepts worked in and about half the tech trees components available (Most people will have access to a majority of the components listed in this release at the start of the NES). Tech levels have not been added yet though. Component descriptions can be found on the description sheet of the workbook. BattleCalc_TESTV1.xlsx is the brand new shiny combat calculator which i will actually use in the modding, your encouraged to go in there and see how you ships weapons and skills matches up to others in pursuit, weapons firing, bombing, and EW. Ship-to-Ship Boarding and the Army calculator coming soon. CALCULATORS: THE NEXT GENERATION As before, testing to destruction is encouraged! ArmyDesigner_TESTV2.xlsx The first crack at how to build you own armies. Unlike ships, armies are built up over time and you always start by adding a single division. Armies are thus valuable and precious, don't mess them up. For a bit more info on armies and army actions, here is a comprehensive list. The precedence order of different armies wanting to do conflicting things is determined by INT scores. Spoiler for Army Actions:
ShipDesigner2_TESTV Change Log V3 [*]Added headings to the current designs page[*]Added indicators to warn if ship size or mass is causing invalid designs[*]Altered how invalid is calculated with respect to cargo and carrier units[*]Buffed carrier units[*]Buffed Burst Drives (were bad before due to an error)[*]Fixed pulse drive dodge error[*]Fixed light sails IS operation (they always add at least 1 now, making them useful for very large slow ships)[*]Added more conditional formatting coloured prettiness[*]Added refined+elevator/fountain function[*]Adjusted the where can be built calculations[*]Scanners now add dodge[*]Buffed Maneuvering Jets V4[*]Fixed Sail bug V5 change log [*]Burst Drive fixed to how it was intended to be (burst drive units not counting towards size in the IS calculation)[*]Twist Drive now a 1-of, substantially buffed.[*]Charm Drive now takes a number of comp modules and maths knowledge proportional to the ships mass to operate the jump drive itself (its still capped at IS 1 though)[*]Slaved Charm Drives have a mass limit based on the Master ship's comp modules, this shows up in the calculator. Slaved Charm drive ships need only a charm drive and commlinks to be IS capable.[*]Heat Management model changed - that coveted '-5' will be a lot harder, note the burst drive is pretty helpful for this [*]Power Cores boosted output[*]Power Drives boosted IP abilities [*]Base power requirements of lasers dropped substantially, also they were made slightly lighter.[*]Commlinks fixed.[*]Changed values for Ship construction on planets.[*]TECH REQUIREMENTS FOR BASIC COMPONENTS (i.e. the ones in level 1-3) now included.BattleCalc_V6 -Added estimated to hit calculator, it's only a rough value because I am lazy -To hit calculation reworked for all weapon types. ShipDesigner2_V6 -A bunch of new components - these are for you guys complaining about ship boarding and e warfare defences, and also some fun tech 9 and 10 stuff (some fields were a bit empty at the top). You should be able to field effective fighting craft going up any tech field (though what they'll be effective at will vary). -Size and Mass limits substantially reworked, large ships now cost extra m and v -Stationary orbiters and planetary battery now added explicitly -Culture bonuses now added in. -Upper limit on Dodge and IP speed added, based on what would squish your crews. Various components raise this limit. -Fire control function added, ships can now regenerate up to 50% of their starting health during combat and recover from Int debuffs. -Values of many things tweaked. Change Log for V7 -Ammo Components section added -Particle weapons redesigned as reported earlier -Pushing sails and mag catapult start bonus calculator added -Refinement costs added - I know they're expensive, it is not my intent for you to be able to refine everything . Instead you should plan what you want to refine and attempt to leverage it. You will have more s at the start than you did in SysNES1-Various bugs fixed and costs tweaked Change log for V8 -Increased the armour and shield reduction to missile damage (so that's actually noticeable )-Armour cheaper and better -Missiles bigger and heavier -Lasers require more initial power -MD considerably increased -Commlinks now decrease EW skill -Drives and powerplants performance tweaked upwards (also hotter) -Bugs brought up in thread fixed -Techs needed for component display bug fixed -Burst Drive now reduces heat, Manifold drives heat reduction removed -Missile avoidence now reduces the missile to hit chance from negative dodge -Missile avoidance easier to accumulate in the ship designer -External Hangers and External Pods cheaper, but now have dodge penalty as well as armour penalty V9_A Change log -Engagement calculation altered -Particle w/EMP debuff calculations slightly changed. -STATS PAGE ADDED TO BATTLE CALC Ship Designer V10 Change Log -Lots of things rebalanced, I might have forgotten some stats tweaks -Heat management now goes 10 to -10 -HP meter added, average of size and mass, very slightly weighted (heh) towards mass. A notable change from this is Titanium armour is the cheapest way to add HPs at <T3 -'Construction tech needed' ambiquity corrected -Description texts updated -EMP and [Redacted] Missiles now roll to hit against every ship in a close range instance (including the ship they're launched from if it's in the same instance). -The MV provided by pebble and laser nets is buffed -EM weapons now produce heat derived from the level of surplus power inputted. Base heat reduced to compensate. -Fleet int now negatively non-linear (though much like base int, this is not very harsh). Elite training boosts fleet int -Mag catapult split into Ring Catapult and Linear Catapult (the former having huge energy demands and the latter being very high size), both do more damage than the old mag catapult and recieve bonus damage and pushing power from materials and construction respectively. -Barrel Casings, now like algorithmic interlocks, can be taken up to three times depending on tech level, additional catapult damage now flat rate. Much more expensive to refine. -Another secret long particle weapon added -Confinement Field I-III added, improves particle cannon and particle jet damage and the latters pushing ability -Two new secret ammo components added :3 -Autoloaders buffed, now starts giving additional ammo at comp 4, 7, and 9. -Jammers now jam at reduced strength for long range. This long range jamming effect takes away from your fleet int as well (not calculated in battle calc) -Shield Arrays slightly buffed -EW broadcasters now more expensive, ships make as many EW attacks as they have broadcasters -Planetary installations heat management function now implemented -Planetary and orbital easier construction limits now implemented (Orbitals can be 4 times as big and 2 times as heavy than the con limit, Planetary can be twice as big and four times as heavy) -All weapons can be coupled -shields produce more heat -Supply sections require a habitat section to give supply to other ships (but still can use the bonus from recyclers and hiberpods) Battle Calc V10 Change Log -Fixed a problem with the interceptor table -EW actions redone and better described, -EW stats section added -Ship boarding stats section added -PC's interaction with shields changed in the catapults favour Rules changes -As mentioned ships now make as many EW attacks as they have EW broadcasters/Commlinks -You now choose the EW action before rolling, and if you fail that you don't get to do something else. V11 Change Log Battle Calc -Some Values adjusted -Missile Avoidence bug fixed -Arrival time section added -Surprise calculator and surprise stats section added -Catapult relationship with shields tweaked Ship Designer -Atmospheric streamlining added, increases cost but makes it easier to be built in an atmosphere -'Can be built' rebranding as 'rating' governs where a ship can be built, where it can be refueled and recharged, and what environments it can enter during combat. Massive defence stations that run off capacitors will need extensive orbital infrastructure to run, as you'll need a space frame, shipyard and orbital power plant. -New Section in can be built, space differentiated into spacedocks and shipyards. Spaceport is now a groundside building only. Spacedocks and shipyards somewhat more e expensive than spaceports, much more m expensive. -Several components costings tweaked, I may have forgotten what :3 -Fire control rebranded as regeneration -Metal Capacitors are now heat neutral. -Jammers take more power, jamming provided rather decreased -Bug fixed in secruity teams providing 1/5th the amount of S2SB they're meant too. For people who haven't worked out what they're good for - Secruity team bonus (and cost) scales with ship size, whilst space marines do not. -Efficency of providing slave charm drive boosted when charm drive is refined -Charm drive bug fixed, now provides correct amount of IS -Man jets now increase the planet rating of ships, slightly buffed in dodge bonus Battle Calc V12 -Ground combat completely reworked -Artillary does things now -Ground combat wounding calculator -Ground Surprise and stealth calculator added -Ground Surprise and stealth stats section added -MedicVal now correctly reduces the amount of wounded that die -Linger damage numeric replaces some old fields for the ground combat bit ArmyDesigner2 V12 -35 new attributed added, most old attributes have had their properties reworked -A lot of attributes now come in various levels, higher quantities unlocked by higher techs -Costing and upkeep completely changed -Now its add 4 or remove 3 attributes per year -Added total cost summary (due to rounding errors it won't quite be what you have to spend) -Divisions is now manpower, one pop point gives 1 manpower which equates to 10 army HP -Size now seperate from manpower and HP, indicates room army takes up in cargo holds -Added stealth and detect propertites of armies, stealth allows the conduct of stealth missions (destroy buildings, theft, kidnapping, assassination) and surprise (get a free combat round vs the enemy much like tactical surprise in ship combat, int helps a lot with surprise and a little with stealth). Small armies have inherent stealth. Detect helps armies resist stealth and surprise. -f now added as an upkeep property -Addition of SODs (surface to orbit devices), a vehicle component that allow armies to launch attacks at ships in orbit based ontech and heavy equipment. These attacks can come against ships in planetary instances during ship combat, or as a sneak attack outside of ship combat (preventing the enemy fleet from controling space). SOD damage comes in the 3 ship combat flavours depending on what heavy weaponry the army is given, and ship defences treat it accordingly. -Added linger damage (currently only provided by microbes), linger damage increases the wounding->death function, deals extra damage the following year, and disrupts enemey healing. -Artillary score nows reduces the attack and defence of opposing armies, its more effective vs immobile armies and armies with large vehicle components -Air Superority now works a bit differently, now whoever has the worst air superority score will suffer a debuff to attack and defence, and the more vehicle heavy the army the worse the debuff. Thus another rock-paper-scissors dynamic develops, where armies with good air superority beat other vehicle armies which beat infantry armies which beat air superority armies (on a cost basis). Armed ships with dodge >0 that can enter the involved planetary instance and have control of space can provide air superority points at the rate of 1 per ship. Air support vehicles, whilst giving massive attack boosts and range to an army, are particularly vulnerable to air superority. -Some tech level 4 stuff is on display, just so everything can be tested properly ShipDesigner2 V12 -Fission drives nerfed ![]() -Ion drives have 0 size and mass, but are the only reaction drive you can have if they are choosen. Useful for small packages (to aid being carried) and IS scouts -Twist drives now care about size rather than mass to generate IS, thus being somewhat better for dense high energy ships than it was before. Charm drive only IS drive that works off mass now. -Probably some other tweaks made that I've forgotten. -Atmospheric streamlining bug fixed -irrelevant habitat section bug fixed -Int and Fleet int marginally harder to accumulate, long range jamming marginally easier. SYS_V12: SYS_V14 Changelog Economics2 V14 -All calculations changed -Tables populated with data -484 regions included, all PCs and known NPC region stats added. Note that some stars are binaries or triples, and 40 of those regions are the 'Deep Space' section that's the same for every star. -Modifications costs added Shipdesigner -Reweighted a lot of stuff, especially reaction drives -IS drives adjusted to include carrier space. Charm drives cannot carry other ships IS unless they have their own charm drives. Manifold drives have far lower weighting to carrier space than other drives. -Refinement costs changed across the board -Several new components added, I can neither confirm or deny that any of the new supply ones might have to do with recharging capacitors :3. Most of the ones added are filling out the top of the tech fields properly. -Getting high levels in certain tech fields will have an impact on ship performance -Added relics component type section. -Supply sections no longer work off just recyclers as that was dumb. BattleCalc_V14 -Commercial calculator fixed -Stats section for S2S fixed Change log BattleCalc -added commercial contest calculator Economics2 -fixed serious population growth bug. Be sure to check all your old designs ain't terribad now! :trollface: PLEASE PLAY AROUND WITH THESE TWO SO I CAN REFINE THEM AND CORRECTION ERRORS/STUPID THINGS. GAMING OUT BATTLES WITH THE BATTLECALC WOULD BE AWESOMESAUCE Last edited by Disenfrancised; May 01, 2012 at 12:11 PM. |
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#3 |
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Deity
Join Date: Jan 2004
Location: Bugger if I know
Posts: 5,596
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STEP RIGHT UP AND MAKE A CULTURE, FIRST 10 GIVEN HERE WILL BE IN THE NES FOR SURE (UNLESS I HATE THE CONCEPT AND/OR YOUR FACE)
A)Please provide a Background and Description, more is better. Submissions don't count unless you have a good one of these, B & C can be done later though. B)Pick two of these societal values (they can change over the course of the game but only via RP) Freedom, Society, Wealth, Knowledge, Power, Faith, Survival C)And a total of 7 points worth from the traits list (you can take up to 7 points worth of negative traits to boot) Positive Spoiler:
Mixed Spoiler:
Negative Spoiler:
Others traits are available on PM discussion. Note if you make a trait choice that ends up being rebalanced or the underlying game concept it relates to is altered before the game starts, I will refund/reapply the points. Last edited by Disenfrancised; Jan 12, 2012 at 08:31 AM. |
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#4 |
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Deity
Join Date: Jan 2004
Location: Bugger if I know
Posts: 5,596
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You may now maek poast
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#5 |
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Hail Divine Emperor!
Join Date: Mar 2004
Location: Breadbasket of USA
Posts: 12,652
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EDIT: This post is no longer up to date; for latest one, see the following: This one
The Confederacy of the Csser’ians Merchants of Death. Angels of God. Humanitarians. Freedom fighters. Pirates. Schemers. All of the above describe the Csser’ian people. It was once said that over 80% of minor brush wars were in someway or form precipitated by Csser’ians just so their people could move in, even if on opposing sides. The government of the Datha of the Hundred Moons never knew what to make of the Csser’ian. On one hand, many of them were military suppliers across the stars while others led and waged fierce battles of resistance on the battlefields and the hall of governments against Datha. Thus, when the time came and the avenging angels came to claim Datha as their own, the Csser’ian worlds were left off easily. When peace came, many of the Csser’ian worlds saw surprisingly numbers of people volunteering to emigrate to Segmentum Alnitahium. Supposedly in the name of supporting the efforts of the Apelic Iris; these wanderlust populations were likely let go just so they could cause problems elsewhere. The Consul at Alnitah was not exactly pleased but the Csser’ians can be expected to do the unexpected. OOC: Think of them as like Corellians or the society that spawned marauding English buccaneers Societal Values: Freedom and Wealth Traits: Flexible (+2) Free Market Economy (+1) Republic (+1) Financially Savvy (+2) Open (+1) OOC: Is this along the lines of what you were looking for?
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-Everyone's kinda shady towards you,because noone trusts you-Amon Savag -When Nuclear War starts, and the American Eagle and the Russian Bear comes down the mountain and fight, they will claw each other. then as both are weakened, the chinese tiger will defeat both- Mao Tse Tung Chinese Fanatic at your service! Economic Left/Right: -1.50 Social Libertarian/Authoritarian: -0.77 Last edited by alex994; Jan 16, 2012 at 06:22 PM. Reason: No longer up to date |
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#6 |
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Deity
Join Date: Jan 2004
Location: Bugger if I know
Posts: 5,596
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Yeah its fine, except for the description not at all matching up with the traits: you given a background of pirates and troublemakers whilst picking traits suited to a Venetian or Hollander style mercantile power that wants to be in the middle of the spacelanes. I would also be interested in why the Csserapostropheians are like that. Finally there's no one 'volunteering' to colonize the sector, its not a flipping roman province. If someone has the resources and intent to go there they will. Following from that the description isn't really tied to a singular group to start with as the culture under study.
In addition, are you going to feel comfortable RPing such risk-takers? ![]() I like how everyone's picking freedom so far - muahahaha Last edited by Disenfrancised; Jan 12, 2012 at 12:17 PM. |
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#7 |
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Piratae Spatium Supremus
Join Date: Apr 2003
Location: Segmentum Alnitahia
Posts: 7,973
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Phone screen makes for bad reading. Never mind.
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#8 |
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Deity
Join Date: Jan 2010
Location: England
Posts: 2,689
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I'm subscribing. I haven't got time to worry about this right now, but I'll participate if I find myself with adequate free time on my hands to do so sometime before it starts.
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#9 |
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Le Petit Prince
Join Date: Jun 2005
Location: In the desert
Posts: 8,866
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Have you thought about some form of mechanic allowing powers with high e to convert it (highly inefficiently) to s? Perhaps this can be visualized in the form of mobilizing increased economic funding/resources behind one's limited pool of intellectual output.
Another potential balancing issue I foresee is science-optimized civilizations having few defenses against a lower-tech industrial power using swarm tactics to inflict crushing damage. (Example: The only thing keeping the Soulon from winning Kaus system was their abysmally slow speed at building a planet bomber.) Maybe giving higher-tech ships passive combat bonuses to help powers that go for a smaller number of higher-quality ships? The slow speed at which players can design and build fun things (15 turns in we were barely closing in on proper fleet battles) was one of the major limiting factors in SysNES1. The classic example (again) was the Gardener/Soulon conflict in Kaus system, which despite being epic, could have been more epic had both sides been able to field actual fleets. Still, you seem to have addressed that. An increased number of NPC factions and tech trading will also alleviate this of course, as long as it doesn't overload the mod. Another concern I had was landing troops on planets during planetary sieges, and that you couldn't do it if each of the garrison slots is filled. This is vaguely unrealistic imo; having all the slots filled with garrison troops should give you a defense bonus but not necessarily prevent the besieger from trying to land troops, especially if they have numerical superiority. Oh, and I will *gladly* reapply my traits if I can get Epic Ham re-enabled as a potential negative. ![]() Spoiler for The mod-edited version of my submission:
Values: Freedom and Survival Traits: -1 Aggressive (Feel the need to 'liberate' neighbors laboring under oppression) -1 Hate Jungles (Doesn't work very well with agriculture) -2 Vulnerable to Toxins (See above) +2 Frontiersmen +1 Free Market Economy +2 Rugged Designers +3 Natural Farmers +3 Martial Notes on Standard Structure: Archimedian Deism is the most popular religion among the peoples of the FAS. It is a no-nonsense faith organized by some Dark Age intellectual chronicler that praises the power of logic and hard work in one's community, and treats as secular saints the greatest rational thinkers that have advanced humanity towards an understanding of the universe. Vaguely emphasizes the grand destiny of humanity, makes little presumptions as to the nature of the afterlife or the absent Deity which might have created the universe. Segments of it view the universe as itself a deity and 'worship' to be human scientific development. Standardite Deism emphasizes the power of free thought, being less overtly scientific. Vaguely though not violently opposed to transhumanism and genetic experimentation. Important maxims: "Give me a place to stand and I will move the Earth," and "Work is prayer." Has ministers but no real hierarchy. The legal system of the Standard Confederacy is locally variable, but public-justice oriented. The only mandate placed on the communities is that they 'elect Wardens for the prevention of crime.' Lawbreakers are often handled by the posting of bounties, and bounty-hunting is a legally-sanctioned and publicly acceptable activity. Communities are highly armed and form posses to hunt down serious lawbreakers. In the spaceport cities, privatized police forces paid for by a collective levy on corporations enforce order. Personal rights are legally enshrined above corporate rights, and the (fairly draconian) Directorate of Public Liberty cracks down on corruption when and where it can be found. Most corporations are better restrained by the fear of public justice and the Directorate than they would be in a traditional democratic society. Cities are treated as corporate-cooperative entities, and social services in them are privatized and paid for by purely voluntary fees levied on local corporations and people, many of whom prefer to supply their own necessities.
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Si quelqu'un veut un mouton, c'est la preuve qu'il en existe un.
Last edited by Thlayli; Jan 19, 2012 at 12:39 PM. |
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#10 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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I assume the basis of my concept is now approved Dis? I'll create a formal write-up soon.
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#11 |
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Deity
Join Date: Apr 2005
Location: Scotland
Posts: 7,639
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I'm interested of course. I also feel guilty for not getting the previous game I promised to do off the ground....
I'm going to have to ask if I have anything that may give me an unfair advantage?
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"All Generalizations are Dangerous, Including this One" LINES: Most Powerfull Nation: Gold Award LINESII: Most Powerfull Nation: Gold Award Aegypt; Winner of INES; the First Age |
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#12 | |||||
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Deity
Join Date: Apr 2005
Location: Scotland
Posts: 7,639
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Quote:
Quote:
Quote:
Quote:
Will it come with a way to deal with it too? Or just a measure of how screwed you are? Quote:
I have yet to have a go with the ship designer, I like the idea of combining various template to make a final product.
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"All Generalizations are Dangerous, Including this One" LINES: Most Powerfull Nation: Gold Award LINESII: Most Powerfull Nation: Gold Award Aegypt; Winner of INES; the First Age |
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#13 |
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Deity
Join Date: Apr 2005
Location: Scotland
Posts: 7,639
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Description: The Illos Pentarchy
The Illos are a people fled from a dying world, a colony ship attempted to escape. Crash landing on a desolate planet, quickly labeled Neo-Illos, the people quickly turned to their scientists and engineers to protect them from the harsh environment. The scientists managed to push through the needed solutions but at horrific costs in human life, cannibalizing most of the colony ship that had left them on this world. The knowledge holders have shaped society around them. Five groups control everything that goes on Neo-Illos. Most institutions work on a cost-benefit model, even the justice system. These institutions have begun to effect how the people of Neo-Illos think and interact with each other. It could be viewed that the people Neo-Illos have simply evolved from a survival based value system in highly unique fashion, whether the current set-up will persist is an unknown. mhmmm that feels rubbish. I'll rewrite some bits of that... ![]() Values: Knowledge, Power Traits: -1 - Aggressive: If you find yourself sharing a world your population will start being dicks. Also chance to mob the specialist teams of other players you might be using. -2 - vulnerable to Toxins 2 - Industrious: Building factories doesn’t consume t or s, doesn’t produce social stress 2 - Edifice Complex: Large structures much cheaper, +5% construction research 3 - Plasma Technicians: Extra antimatter from plasma arrays and factories, +5% to energy research, shields are cheaper to refine. 3 - Mining Engineers: Extra minerals from mines and boreholes, +5% to materials research You Know I promised myself that I wouldn't take horrible start again, but heck I enjoy the challenge Edit: And now I don't have it...
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"All Generalizations are Dangerous, Including this One" LINES: Most Powerfull Nation: Gold Award LINESII: Most Powerfull Nation: Gold Award Aegypt; Winner of INES; the First Age Last edited by Kal'thzar; Jan 13, 2012 at 08:18 AM. |
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#15 |
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Tired of Mead
Join Date: Jan 2009
Location: Buttering your coffee
Posts: 4,860
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Well, ain't this interesting. Innage.
I think I am feeling quite the authoritarian today. Something related to that will surface soon enough.
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-I tire of Mead..... I THIRST...FOR BLOOOOOOOOD!!! -Running a NES is not a democracy. Its a tryanical dictatorship. Its the only governing model that works. -Immaculate -I hope you fail, you cruel and brutal murderer!-Immaculate -Don't make a deal with Seon without offering him buttered lobster first-hbar (paraphrased) |
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#16 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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Light Sails break the Dodge calculation with a #NUM error.
Are Space Elevators/Fountains intended to be able to construct a 100e for 7e and 12e respectively? Doesn't that make ship refinement essentially useless? |
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#17 |
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Tired of Mead
Join Date: Jan 2009
Location: Buttering your coffee
Posts: 4,860
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Coran Illuminate
Background: The actual genesis of the Coran race is long sealed away, hidden somewhere deep within the memory files of the Enlightened Ones in charge of ruling the nation. The scant details that managed to escape the state-wide censors reveal that the people had been test subjects of some unethical biomechanical research done a long time ago. The Corans were the failed test subjects of said research who, after not performing to desired capabilities of their creators, were simply left behind. Whether or not the creators were justified in their abandonment, the biomechanical upgrades that the Corans received allowed them to access the Map, a vast wireless network that included every single Coran in existence. The experience of being linked to the Map, as described by one outsider, was as if "standing at the zone where reality and the digital world seamlessly folded around one another." Indeed, the biomechanical upgrades allow the Corans to "see and feel" a digitized version of the world even as they walk about their normal life. What does this mean? This means that a Coran may be able to see advertisements on a wall when an unmodified human would only see a blank grey slab. Coran may be able to see lights on the streets, beautiful graffitis on the walls, and grand decorations when a normal human would only see blank and dark cities. That being said, the simplest procedure required to access the Map is simple, easy to reverse, and cheap. The simplest version of the Map can, in fact, be accessed by wearing a specially devised pair of glasses, something that Corans would eagerly hand out to any foreigner they see on the streets. Government: Theocracy. Corans are ruled by a group of men and women known as the Enlightened Ones, who were deemed mentally capable to take on the great challenge that is ruling the Coran Race. Assisted by a supercomputer known as MC, the Enlightened Ones subtly influence the Corans from both behind the scenes and in front of cheering crowds. Unlike most religions, however, Corans are devoted not to any specific deity but rather a phenomenon known as the Singularity. Having been abandoned by their own creators as functionally inferior, they desire to transcend their feeble mortal frame behind and achieve transcendence through their own work. Unfortunately, many Corans deviated from the task of working towards transcendence, instead focusing more on their own selfish interests. The tasks of the enlightened ones, then, is to guide these "lost children" back into the path of the Great Road and, failing that, eliminate these upstarts so that they no longer lead any more astray. Values: Knowledge. Faith Positive Traits: -Cyberorganized (6) -Starts with Theocratic (1) -Data Traders (3) Negative Traits Vulnerable to Cold (-2) Hates Snow (-1)
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-I tire of Mead..... I THIRST...FOR BLOOOOOOOOD!!! -Running a NES is not a democracy. Its a tryanical dictatorship. Its the only governing model that works. -Immaculate -I hope you fail, you cruel and brutal murderer!-Immaculate -Don't make a deal with Seon without offering him buttered lobster first-hbar (paraphrased) Last edited by Seon; Jan 14, 2012 at 10:17 AM. |
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#19 |
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Deity
Join Date: Dec 2005
Location: Granada, Andalucía, España, Europa
Posts: 4,811
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Thorpe Tyrar
The people of Thorpe Tyrar, who live in the world of Wraghtos, were part of the people who remained isolated during the last few hundred years. They knew of the problems in the outside thanks to their receptors of radio waves, which told them of huge battles and death. They preferred to remain isolated, until they could be sure that it was safe to return to space. It was during this time that a grave crisis hit the people of Wraghtos. A grave illness hit the planet. It was first only affecting the people of a small town, but soon it expanded, becoming an epidemic of what could have been catastrophic proportions. However, the people reacted admirably: they managed to organize themselves so that the epidemic affected as less people as possible, while the best scientists of the planet worked on finding a vaccine. It took more than two years and millions of deaths before the illness could eventually be pushed back and finally eliminated, thanks to the vaccines that had been developed. This incident was the catalyst for Thorpe Tyrar to slowly evolution towards a new society: after the catastrophic effects of the epidemic, the people would adopt the motto "Society first", and everbody would understand that the needs of the many would be more important than the wants of a few. It would also cement the position of the scientists in the society, with them becoming among the most important people in there, their opinion becoming among the most valuated in the planet. It took several years, but when it was sure that the situation out there had become better, the government of Wraghtos ordered the development of systems to reach outer space and finally take the place it deserved in the universe. Values: Society, Knowledge Traits: +1 - Planned Economy +1 - +1 to Maths and 4% reduced cost to research Maths +2 - Gregarious +2 - Scholarly +1 - Open +3 - Skilled Farmers -2 - Vulnerable to Radiation -1 - Hate Snow
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MilarNES IV - Dawn of Ages: A new NES based on Dice Pools Playing Gnomeregan in Orcs and Humans, Antonio Gámez at MES/NES III. Please, read The Legacy of the Glorious (Milarqui's Cut). Last edited by Milarqui; Jan 14, 2012 at 11:56 AM. |
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#20 |
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Exiles No Longer
Join Date: Jul 2011
Location: United States
Posts: 2,849
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Hmmm... I'm just going to lurk at the moment and watch, maybe make myself a nation later.
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Hammer and Steel/Rome: The Conquering Empire/Honor and Glory/Planet Chaos (Upcoming) TerraNES: The Civil Experiment as Valyria./Absolution 4: Tablua Rasa as the Shang Winner of the • Dawn's Reference Cookie.
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