- Joined
- Mar 14, 2011
- Messages
- 4,131

(c)keepwalking07
“Not all those who wander are lost.”
Setting and General Game Info
Greetings and salutations! Welcome to the Universe of The Great Abyss. TGA is set on a grand setting-The Milky Way Galaxy. In Earth years, the game takes place in AD 2550. Expect imbalanced starts and technological diversity. There is no real galactic stage yet, but lets see if you can change that.
In this game, you'll be leading your species to create an empire or republic (or whatever you call yourself) that spans the stars; colonizing celestial bodies, interchangeably dealing with or exploiting anomalies, inferior races, and other things of that nature on the way there. So let's get started.
The Galaxy
It goes without saying the galaxy is big, and you can start anywhere on it. There will be two maps, and they are as follows:
The quick-reference map: This will show you just how big all your fellow space-faring empires are quickly, but won't detail systems and the like.
The Grid: A ton more detailed than the above, this map will show you who controls what systems, where other fleets are, and where anomalies are.
Starting Out
I am giving everyone full creative freedom on the applications to join this game, however, there are a few base rules.
Spoiler :
- No powergaming your application. You know what I mean.
- I reserve the right to decline your application if I believe you're not taking it seriously enough. No "BYZANTINE EMPIRE IN SPAAAAAAACE" stuff, please.
- If you wish to be human, you must comply to the following:
- Only one human player is allowed.
- You start in the region in which earth is estimated to be.
- You cannot start with more than your own home system colonized. In other words, deep space exploration is new to humans. Degree of colonization of Sol however, is free game.
- Recognize that others may want this spot. The application I like the best will win it, so it's best to have a back-up alien application in case you don't. Also, no butthurt if you don't get the spot, or else you can leave this thread.
- Recognize you are probably going to be in the most difficult spot in the game at the start.
- As a human, you must be extra careful with ridiculousness in your application.
Everything else is assumed to be free game. However, take the time to realize that I am human too, and thus make mistakes in terms of the above statement. Recognize that I can rescind this if I spy something I don't like in an application. GM is God. It is known.
Now that that's done, actually starting out is quite simple. Here's a standard application.
Spoiler Application :
Species Name: Self explanatory.
Species Description: Biological details of your species; strengths, weaknesses, etc. Does not apply if playing as some sort of cybernetic species. The more descriptive, the more you benefit.
Homeworld Details: Description of the biosphere, environment, and climate of your species' homeworld. Like above, the more descriptive you are, the more you benefit.
Species History: A history of your species from beginning of sentience to present. Like above, being as detailed as possible can only help you.
Technology: Briefly describe what sort of technology your species utilizes to do things such as colonize, fight, etc. I'll give you leeway on the descriptiveness here, but I wanna know things like what your main power sources are, how is your civilization’s economy organized, how are your weapons systems, things like that. Describe some notable features of your civilization. For example, if your civilization has found out how to solidify photon particles to make light a significant part of your infrastructure, this is the place to put that detail. Note, you can't be too advanced. See below.
Location and Color: Save the grid map and put a dot on where on the grid you want to be. Post coordinates along with it, plus a color.
Starting Situation: Some details regarding how your species is at present. Is it a significantly large empire? Has it just started delving into the Abyss? Say so here.
Species Description: Biological details of your species; strengths, weaknesses, etc. Does not apply if playing as some sort of cybernetic species. The more descriptive, the more you benefit.
Homeworld Details: Description of the biosphere, environment, and climate of your species' homeworld. Like above, the more descriptive you are, the more you benefit.
Species History: A history of your species from beginning of sentience to present. Like above, being as detailed as possible can only help you.
Technology: Briefly describe what sort of technology your species utilizes to do things such as colonize, fight, etc. I'll give you leeway on the descriptiveness here, but I wanna know things like what your main power sources are, how is your civilization’s economy organized, how are your weapons systems, things like that. Describe some notable features of your civilization. For example, if your civilization has found out how to solidify photon particles to make light a significant part of your infrastructure, this is the place to put that detail. Note, you can't be too advanced. See below.
Location and Color: Save the grid map and put a dot on where on the grid you want to be. Post coordinates along with it, plus a color.
Starting Situation: Some details regarding how your species is at present. Is it a significantly large empire? Has it just started delving into the Abyss? Say so here.
Technological Advancement
There are 7 Tiers of civilization.
Spoiler :
- Tier 7: Pre-Industrial: One of the most common and stable states, with limited weaponry and environmental threats. Societies tend to be small and scattered, driven by subsistence farming, foraging, or hunter-gathering needs. Technology is limited to simple hand made tools, weapons, or agrarian implements and methods, but a very broad understanding of planetary and solar mechanics is not uncommon.
- Tier 6: Industrial Age: Often the pinnacle for a civilization. Agrarian societies can remain stable in the pre-industrial stage, but Tier 6 population strain and mechanized food production invariably create political and economic pressures very few can balance. Moving past this usually promises advancement. Some societies improve environmental and medical understanding concurrently with mechanical and transport advancement. Those that do not are frequently doomed.
- Tier 5: Atomic Age: Usually begin focusing on clean energy production. The occasional belligerent species will use atomic energy for weapons, often resulting in mass extinctions. In-atmosphere craft are a hallmark, often leading to manned space flight, albeit in a short-scale.
- Tier 4: Space Age: Tier 4 is often the final resting place for species intelligent enough to break free from their cradle's surface only to fill the gulf surrounding it with war. Their comfort-focused technology can include medical advances.
- Tier 3: Space-Faring: Species has efficient space navigation, mass drivers, asynchronous linear-induction weapons, nanotechnological storage and semi-sentient AIs.
- Tier 2: Interstellar: The species has the ability to perform exceedingly accurate space navigation, near-instantaneous communication and man-portable application of energy manipulation.
- Tier 1: World Builders: The species has the ability to manipulate gravitational forces, create AI with full sentience, fabricate super-dense materials, perform super-accurate space navigation, the ability to create life, and the ability to create worlds.
- Tier 0: Transsentient: Unknown
Most of you will be in either Tier 4 or Tier 3, with a few exceptions if I like your post enough and even a few that cannot be gauged by this system(For example, Ravus_Sol's application for Great Journeys would be so amazingly awesome I'd consider his species an anomaly that plays by its own set of rules unbeknownst to other players because it was that awesome.) Note, if you want to be one of these exceptions I'll be making difficulties to accommodate your advantage, so don't be too eager to start with a hyper-advanced race. Your Tier is assigned to you rather than you pick it out, based on the details of your join post.
However, in general, this is how large-scale technological strength will be gauged for most of you.
Small-scale progression is also tracked and is much more personal and unique to your species. I won't assume that all of the species in the galaxy will be playing by the same technological rulebook; I intend to see many different kinds of technology trees based on different energy sources and the like later in the game. These small-scale movements in technology can range from small bonuses that stack up well as time goes on to somewhat major advancements that isn’t necessarily revolutionary but still rather significant, and will almost always come about from your actions as you explore and write roleplay. Once I figure you have enough small-scale technological progression, I'll announce to you in private that you are eligible to propose a research effort to increase large-scale progression, and thus get closer to ranking higher in civilization tiers. As you increase in tier, you will need more research efforts to further advance.
The research effort is something specific you’ll be getting at. For example, you can say that you want to do a project on terraforming technology. The amount of roleplay and resources you put into this will yield what kind of bonus the project will give you. Research projects are abig deal because they will likely affect your civilization’s entire society. Again using the terraforming example, the technology obtained from the project can benefit colonization efforts, war strategies, the economy as a whole, etc. Don’t take a research opportunity lightly.
Internal Politics
Everyone in your civilization will probably have an opinion (unless it’s a hive mind or something), so all of your decisions will probably have some sort of feedback,backlash or anything really. Be prepared for the worst and be wary of rash decisions, as billions of individuals will have one thing or another to say about it.
Exploration and Colonization
In order to explore the galaxy, you're going to need expeditionary fleets. These fleets are non-permanent, abstract units that do not show up on the map. They survey a region of the galaxy and report back on their findings, giving you information of that sector. Note that these fleets are not 100% accurate, but along with what they found will be an approximation of how much left there is to find, from 0-100. Searching a sector numerous times will probably be commonplace.
These fleets can still be attacked and destroyed; the more dangerous your voyages turn out to be, the more it will cost to send exploration fleets out until you guarantee their safety with a military escort. Note, you can send part of your military fleet to survey a sector, but they will be less effective and this probably wouldn't be a bright idea if you're at war as it takes away resources from the immediate threat and they have a chance to be destroyed themselves.
Once you find a body suitable for colonization given your technological parameters, you may send in colonization efforts to the body in question. As you put more resources into colonization, it will become more likely for the first permanent settlement to be erected there, opening opportunities to explore the planet in-depth and exploit its resources.
Note, one planet can be contested by multiple empires. The implications of such events would surely gain fruition quickly if a compromise is not reached.
Economy
The economics of this will be loosely based off that of Civilization. The most important factor of the domestic economy is the infrastructure of the planet in question. The infrastructure is proportional to how much of the planet's resources you can effectively extract and put to use. Infrastructure is rated from 0-100%. Infrastructure counts the entire planet, indiscriminate of who has settled it if more than one empire has done so. It is split between the empires involved according to how much a respective empire puts into its colony's infrastructure, capping at 100.
Spoiler Example of Infrastructural Dispute :
The galactic empire has colonized Alderaan. upon establishing its colony and expanding its infrastructure to 23%, another civilization, the Batarian Confederation, colonizes the same planet and rapidly expands the infrastructure of the colony. The planet reaches its infrastructure cap of 100, with the Empire owning 42% of it and the Batarians owning 58%. War over the inevitable border dispute likely.
All planets will have a profitability range, but some can have something special that makes it more profitable than others, and not just mechanically. This can be a large deposit of a particular resource, or an ancient civilization’s research facility that can give you something as major as a free research project. Generally, however, profitability is measured by a digit from 1 up. Profitability can even be improved in highly developed worlds that become commercial centers, spaceports, areas of high productivity, or something else like that.
We’ll call what you get out of your total economy tax income, but this doesn’t have to be exactly correct in your species. The percentage you set this as is how much of the economy the governing body uses. The percentage left over is what the people use. This can vary in usefulness depending on the civilization in question. For example, humans under a capitalist society may benefit from the government not directly controlling where a good deal of the economy goes to, but an insect hivemind race may find it more prudent to have more direct control, as individual drones won’t know what to do with these resources without guidance from the hive. Just set this according to what you believe your species is best suited for and it’ll all probably work out. This might not always be the case, but you have to experiment. Don’t copy another person’s strategy either - nobody is actually playing by the same exact set of rules.
Now, your economy is further stimulated by domestic trade. This is gathered from net profitability and infrastructure, acting as a modifier to your base economy to yield total economic gains. The things you’re consistently paying for subtract from this to form your GDP of sorts. Like stated before, I use these terms leisurely and because we understand them. An insect hivemind probably won’t have much of an actual GDP or any economic system we’re familiar with to speak of, but these rules apply.
Trade with other players requires the establishment of secured trade routes. Most merchants are not going to risk their assets to fly through unexplored regions of space. While in a significantly privately-based economy this won’t be a problem, as private navies and mercenary groups would probably take this job over, in most cases it would be up to the military to establish and keep these routes safe. You’re going to have to talk to other players to establish these routes. One planet can only trade with one other planet, and the benefit of the route will only consider those two planets; choose who you decide to make trade with carefully. The solid benefit of the trade goes to the planet with the higher economic standing as the lesser planet will feed off of the greater, but this can be good for the lesser planet if tariffs of the greater aren’t too high; they become more economically independent from the controlling player, thusly the player won’t need to send as many resources to maintain that colony. This is a double-edged sword, however, because that planet can end up becoming dependent on its trade partner and start to drift towards the other empire. TL;DR, be careful what you sign up for. The most fruitful of trade relationships for both parties come from two well-off planets of different economic persuasions (one production-heavy planet trading with a commercially-inclined planet).
All values of a planet can decay if it is starved of investment. This decay is exponential if the planet is under siege.
Spoiler Example of a planet :
[Planet Name]
Colonized by: [Empire1], [Empire2]...
Profitability: [###]
Infrastructure: [%%%]%
[Brief description of planet]
Colonized by: [Empire1], [Empire2]...
Profitability: [###]
Infrastructure: [%%%]%
- [Infrastructure owner 1]: [%%%]%
- [Infrastructure owner 2]: [%%%]%
- [Infrastructure owner x]: [%%%]%
[Brief description of planet]
Military
Your empire's military is determined by the quantity and quality of your fleets. Your military is very malleable, the most malleable part of the game in fact. You will be creating your own units and organizing your own ship classes.I will give parameters of a class based on what you will write about them, and you will upgrade them from there. At the game start, there will be two universal ship classes.
Spoiler Colony Ship :
Hull: 10
Engines: 1
Can Colonize Planets of Hostility Rating 1
Spoiler cruiser :
Hull: 15
Engines: 1
General Firepower: 1
General Defenses: 1
These are not the basis of all ships everywhere. Feel free to propose that your ship uses a specific weapon type, or several. Same with defense. Also feel free to add other modules, such as a communications center or some such that would give a bonus to organization of the fleet, increasing combat effectiveness. However, what I give you as a template will be final. Also note if I find your ship has too many advantages, I will give it something to make up for it. For example, say your ship has a lot of firepower. I may have it so your base ship has a high firepower rating of a specific kind of weapon that may be hard to defensively counter, but at the same time it might have a very limited hull and no shielding to speak of. Or, I’ll require that another stat be added that limits how many weapons the class can have, such as some kind of advanced reactor module that would need to be increased in order to also advance firepower.
Those base ship schemattics I give you will be both passively upgraded by advancing technology, and can be actively upgraded. You see, your civilization will have a stat for how many modules a ship of a particular class can have. This can be increased, and thus your ships can be upgraded. This may seem choppy now but I’m sure everything will be clear when the game starts up and I’m more than happy to explain everything to you in private.
Espionage
Espionage is very free-form. However, you need to set up a network in the civilization you want to internally wreck before committing yourself to actually causing turbulence. All that needs to be done to do this is investing some of your economy into the effort and your agents/robotic spyware/whatever will do the rest. From there, you can propose what you want to be done and you will get a report on how possible that effort is. You can also request information your spy network has uncovered about the civilization in question, including secret deals, projects, and if your spy network is big enough, orders from previous turns!
Freeform Development
One las thting, this IOT is above all, freeform. If you want to build a specific something, you can come to me and request it. I'll give you a bill of materials and we can see where it goes. Want a surface-to-space laser cannon? Can do. Space elevator? Sure. Anything you want to do is doable within the realm of science fiction in this IOT given you want it enough, I assure you.