DaftNES VI: Of Light and Dust

Thanks for people's patience on this. I was running on fumes yesterday after skipping sleep. There's some extra notes I should've mentioned:

* Firstly, everyone has another player in their neighbourhood! I did not want to force too much on update 0, but you can expect contacts to start happening straight away. I took the advice of Iggy and Jehoshua that this would lead to a more interesting galaxy.

* Tech 0 indicates anything pre-FTL. In the case of the Zasta, it would be '0.9' as they are close to achieving FTL tech with a major push.

* Note on the map icons:
  • Bright dots - major systems (such as homeworlds and major colonies / factories)
  • Triangle - fleet icon
  • Diamond - station or space fortress (enigmatic ancient fortresses are marked with '?')
  • Grey Hollow Diamond - significant wreck, ruins, or other anomaly
* For those just starting out with a single system and a fleet, there are still a few important choices to make. Just to rehash from the front page:

Is your focus going to be on churning out more fleets in the short term? Or longer-term investment in production, or in economy/population ('health')? Or will you push your tech to have an advantage in dealings with other empires, and give your fleets more power and range?

When it comes to tech, the stats don't track tech progress in individual fields, but this is something that I am tracking behind the scenes; so it is possible to specialise in ship speed, biotech, robotoics, industrial tech, computers, any particular weapon types, shields, etc. etc.

Exploration can be done in different ways: sweeping large areas for obvious worlds of interest (large / wide), or taking time to do detailed surveys of every system (compact / tall). The first option can lead to surprises (welcome and unwelcome) popping up in your territory later. You can also just have your ships heading off in a particular direction, if you are trying to make contact with some source of quantum noise or radio signals, or perhaps push to the galactic core, or the outer rim.

When it comes to actually colonising and settling territory, there will be some 'free' settlement per turn (provided you aren't barricading yourself in). This will go faster when you are investing in your production / health stats. You can of course specify a certain direction to branch out in, or a specific system of interest to develop.​

* To give a bit more guidance about where people are in the galaxy, without giving too much away:

Spoiler :
Actually I started writing this and it was already giving too much away :D If anyone does want general pointers, please feel free to message me.

I’m not planning on having the ‘fog of war’ as an ongoing thing. I thought it would be a nice aspect to have in the first few turns. Like I said, contacts should happen fairly fast.
 
Orders Deadline: 12 noon (mid-day) Friday 21st Feb, GMT

I finish work early on Friday, so if orders are in I can start putting together an update then.

I'm often goofing off at work so able to chat on PM's or on Discord (don't tell my boss!)

Example orders below for the Hurrunn, who are as-yet faraway and not appearing in the updates:

Spoiler example orders :
Hurrunn Agreement: NPC
Eccentrics, Scientists, Survivalists

Treasury: 2e
Health: 6
Production: 2
Technology: 1
Fleets: 1
Armies: 0
Stations: 0

Focus: production focus. We must mobilise the resources needed for future developments.

Treasury (‘e’) spending: 1e to assist colonisation of any interesting worlds that are found. 1e kept for emergencies.

Colonisation focus: whatever new opportunites the explorers discover.

Production orders: 2 points available, which are used to build an additional fleet (exploration fleet).

Note I could use 'e' for extra production points if needed.

Tech focus: our level of technology seems adequate to get our interstellar efforts underway. Our Tech effort will therefore focus its efforts in assisting our explorers in any way possible.

Fleet orders*: we are expecting to have two fleets, which are both experimental exploration fleets, designed for long-endurance missions away from the home system, and local fuel/resource harvesting. The fleets will boldly venture away from the home system - one doing a sweep in a spinward direction, the other venturing in a roughly corewards direction. Spend only a little time in each system in surveying, we want to test the limits of our FTL technology.

*this being the first turn, we can specify the makeup of our fleet. This will then be fixed in place, unless fleets spend a turn refitting.

Army orders*: our civilization has no official army at this time.

*if I had armies, on the first turn I could specify what they were here - such as special forces, mass infantry, heavy artillery etc.

General notes: let the galactic age of the Hurrunn now begin!
 
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Friday the 21st?
 
White. Kalesa saw pure white. It stretched on forever, and it did not stretch at all. It enveloped her, enveloped everything. There was nothing but her and the white.

And then the skimmer surfaced, and the clouds turned red-orange with light. She savored the moment, as the system’s sun bathed the fog below her with soft color, as far as she could see. The top edge of the layer rolled and puffed, a boulder field of sunlight and shadow running to infinity. There were rings here, a faint line of darkness on an angle high above. It was beautiful, impossibly so. It always was. She gently flattened her trajectory, following the curve of the surface, invisible under the clouds, and pinged the Set.

“See that, kids?”

This was a skill the Set learned early, how to think on the network.

“Lucky as a Lataren you are,” squawked a voice from the comms unit.

She could picture Adrei perfectly, even a thousand miles up: he would be slumped in the seat by the comms terminal, halfway between smile and grimace. He would have hawked, even to the exclusion of other feeds, what she put through the Set — in other words, the whole sensory component of the flight — and envied every minimal moment. And then he would try to hide the jealousy, and make light of it all. But he would fail: the Set didn’t invoke the Lataren lightly, and certainly not on the corners of the Set where they knew to look, especially just when they might be looking. He desperately wanted to fly this world’s atmospheric, to truly be in the middle of it all, and a second trip down was cosmically unlikely.

Even so, not a reason to let him off easy.

“Captain’s orders,” she smirked.

Adrei groaned. “Thanks for the reminder.”

Kalesa returned to the Set. “I got the low-atmo samples, and picked up the surface probes. Time to head back?”

“Guess so, lucky,” came the reply.

Even with time, Set communication felt different. She didn’t sense the reply: its content manifested. It had always been there, she had always known it. Even if it... smelled... different. Not like her own familiar mind, but of his.

As she reserved power for return to ship, she knew another feeling. A wave of warning, curiosity, shock washed through her. It rang with foreign overtones, a faint hum-throb.

Gavan, the instrumenter, resonated in her Set-mind.

“WAaITt.”

”Gavan, what this time?” Her thoughts stank with Adrei’s echo.

“MmmmAP CHEeCK. PROoBE SCANnS REAd SOMmEThIiNGng... ELEeCTROoNnIC”

A display flashed a warning: a new waypoint on the navigator. Kalesa eased off the boosters and began to plot a path.

“What is it? And, I swear, think clearly: your echo is impossible.”

A mental groan shook a corner of her conscious, and she knew it, clear and reedy.

“Less interesting first: some mineral deposits, far side. Also, what might be hydrocarbons. Very dead, but maybe worth extracting.”

A mental pause. In orbit, she pictured Gavan scrambling over probe readouts, coordinating and clarifying his message.

“And something else. Some faint signal, a few weird isotopes. Doesn’t fit with the sub-atmosphere spectra. And what might be EM radiation patterns.”

She felt a warmth at the top of her spinal stack. The Set was coming, watching, curious.

“Doctrine is to check it out. I’ll send a standard Lataren greeting pulse on wide-band, so it might know you’re coming. On the other hand, I don’t know if this is Lataren... It could be an artifact, or.”

The thought stopped abruptly, but it didn’t need to finish. Kalesa sighed, reoriented the skimmer, and settled into her seat. The tufted sea of white stretched below, and stretched on.

She knew Adrei ached even more, above. This flight, she was lucky.
 
Empire Name: Jhorra Authority

Starting Scenario: Pre-FTL

Homeworld:
Ambarre is not the Jhorra homeworld: it is an exile world. It was regarded as a partially successful terraforming experiment: the biosphere is fragile. The majority of it is water, with long, fragmented landmasses. High levels of toxic minerals within the soil preclude complex life on land, the Jhorra have built massive cities along the coasts where they harvest the kelp forests around which the planet's ecosystem revolves.

Location Preference: Surprise me

!NEW! Colour Preference: Blue

Physical description: An individual Jhorr is a lanky ape, slightly shorter than a 21st century human. They are land-dwellers, but semi-aquatic: their fur can pick up electromagnetic signals through water, their limbs are webbed on the end, and they can hold their breath for up to twenty minutes.

The Jhorra are all hermaphroditic: they are capable of impregnating and being impregnated. Culturally, the distinction between male and female remains: a young Jhorr will typically be considered female and expected to carry many of the duties of parentage, while an elder Jhorr will be considered male and serve in a patriarchal role within a family unit.

Along each Jhorr's spine are several pairs of nerve clusters, appearing as small bulbs. These clusters serve as redundant memory storage units, and can be removed with minimal pain, after which they will regrow over several months. Other Jhorra are able to consume the memory bulbs and gain access to a selection of the provider's memories. This allows the transfer of specialized knowledge with great ease between individuals.

Suggested traits: They are fast-learners, communal, and intelligent.

Alien contacts: The Jhorra preserve the racial memory of their complicated relationship with the Ieldrans, though they have no recent contact.

Brief History: The Jhorra were uplifted by the Ieldrans millennia ago, an experiment in creating a race of beings with a defined, immortal soul to speed forward enlightenment. A Jhorr is able to pass along much of who they were, such as their wisdom, through their memory bulbs. This facilitated not only rapid societal development but also immense technical progress: one scientist would soon pass on their skills and create six more. But the ascendancy of the Jhorra was linked to the moral decline of the Ieldran Empire and they soon chafed against their masters' dominion. The rebellion that followed was terrible and did much long-term damage, in material and moral terms, to the Ieldran Empire.

The Jhorra on Embarre were loyalists to the Ieldrans: the rebellious Jhorra were exterminated and their homeworld blighted. Despite their loyalty, their place in the Ieldran Empire was unsteady, and the possibility of a new rebellion remained if they ever regained their strength. The Ieldrans chose to strip them of much of their advanced technology and exile them to Embarre, sworn under oath to not travel outside the star system.

The Jhorra have kept to their compact, but Embarre is not a stable world. Twice now inter-planetary conflicts have pushed the Jhorra close to extinction and done immense damage to the planetary ecosystem. Over the centuries even their prodigious memory capacity has slowly lost much of their technical knowledge, but they preserve the terms of their compact with the Ieldrans. Atmospheric activity is steadily increasing: super-storms are battering their coastal cities. The Jhorra are digging deeper into the planet's surface, constructing elaborate bunker systems, but they do not have the resources or knowledge to repair the planet's biosphere, which is being slowly taken over by anoxygenic algae systems in the ocean. The planet is also geologically dead, which while great for deep earth construction, causes another host of long-term problems involving deep space radiation and atmosphere loss.

Government system: Jhorra society is class-based: each class is nominally equal and self-governing, with overall government handled by councils of the class's leadership. The four major classes are the Soldiers, the Engineers, the Sages, and the Merchants, but lesser classes exist, some of which are not formally recognized (such as an Artist class, or the Agricultural Workers). In principle the classes are equal, in practice the Soldiers are dominant and society is governed as a military dictatorship.

The current stratocracy is a relatively recent development: infighting between different Jhorra principalities a century ago placed increasing strain on the civilization's limited resources. Military cooperation in disaster relief efforts blossomed into high level dialogues outside civilian control of the government, and renewed fighting was instead met with a military conspiracy that took control of the major polities and instituted the current ruling dictatorship, where a council of stratocrats coordinate resources and personnel between the former polities.

Within classes, there is a strong gerontocratic element. Older individuals command more respect and political power, but as a result of age, but also the accumulation of capital and personal favors through an extended familial system. Older individuals will patronize the young as part of a marriage-like system to bear and raise their children: this patronage can come in the form of career advancement, financial support, or mentorship. Their children in turn will often be tokens of negotiation with their peers for similar domestic arrangements: these familial webs provide the building blocks of political influence.

Stance towards aliens: The existence of alien life is known, but it must come to us: we abide by the Compact.
 
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Doszob Orub Story: Nothing New

Wubob entered the office and nearly stumbled over a vine. He collected himself and straigthened up to the Alaszob at the desk. He coughed, and then handed forward the paper:
”Professor, we have encountered another cascade of low radio noise signals from the Nobu Doza system. Here’s the report.”
Szasu excitedly wiped off some mold of it and skimmed the contents. But alas. Not anything particularly new. He threw the document on the floor for the plants to feed on. Wubob frowned.
”Nothing useful?”
”Not really. It’s the same as the last time. Have the rest looked at the waves?”
”Yes. Same conclusion as you. I’m sending a copy to Kawas University, though. They have some ideas.”
”As I do?”
”Yes. They think there is another Orub.”
Szasu flicked at his chin tentacle. ”Good thing the ministry is on our side, at least.”
”Well, yes. Although minister Daxaxus was eaten in his bed this morning.”
”That’s annoying. Who’s replacing him?”
”Bigox.”
”Oh. Greeeat.”
”Yea, I know. But he has some ties in the academy. It’s not a lost cause at all. Even though he might push for farming subsidies.”
Szasu sighs. ”It’s annoying that some people think that farming is more important than life. It’s typical of those Mox. I’m seriously considering eating Bigox myself at this point. Or to have Tiny do it.”
Szasu’s pet spider wagged its tail.
Wubob took up a paper and started scribbling. ”Should I arrange to have you driven there?”
”No, no need. I’ll call Kawas and have them underline to Bigox that regardless of life, the system is full of untapped resources for the Growth and has a hospitable atmosphere. With FTL, it’s cheap as hell. So arrange that and explain that those dumb farms will have plenty of opportunities to grow food there.”
”And then we may just find the source of the radio waves?"
”Not even really a reason to mention them. Just list the ores and good soil. With professor Minszol’s new designs, getting there is a piece of fungus, the operation costs are completely neglible.”
”Alright.”
”Right.”
Wubob bows. ”I’m going for lunch. Want to eat a beggar?”
”Nah, I’m going green this week. I’m getting fat. But my dad’s gotten Oros over his arm, so I’m just doing that.”
”Sure. Have fun with the family!”
As Wubob left, Szasu poured over the radio graphics. To think that fungus could exist on some distant systems. Maybe this was the source of life? Still, his stomach was growling. Screw fat, he was hungry. He picked out a gun from the drawer and shot his pet spider.
 
While stakes are low, posting Zatryon Collective Turn 1 Orders publicly. Feel free to comment/give feed back. Took about 40 minutes, but I overkilled on fleet descriptions.

I'll be cleaning up the fleet descriptions and working on a couple more stories to flesh them out better.

Changelog
2/18 - Added survey details. Added first contact orders.
 
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The Exploration Quest

-

Once, when I was a young novice some thousand years past, the masters caught a democrat with a laser in his hand burning written words into the white marble of the library tower that sat on the northern side of the School of Pilots. This school was an esteemed and ancient college, the campus of which sat on the outskirts of the Golden City of the Pure Ones on Urath and was privileged with jurisdiction to judge all offenses within its bounds. The Lord Pilot - I recall his baleful glare like burning coals at the subsequent inquest - taking full advantage of this right had promptly ordered the poor lad be thrown from the top of the tower in atonement for the dual crimes of destroying beauty and inflicting his ideas on others.

How barbaric!. Of course, according to the canons of the Ieldra to which the Lord Pilot was avowed to uphold, stealing the DNA of another is supposedly the only crime punishable by death (When such degenerates are caught in the act of their abominable iniquity they are beheaded, one of the few ancient customs both efficient and merciful.). We hold as a species rather that banishment from the civilised Imperium and its serenity is punishment enough for all other crimes, for sentience is sacred and ought to be propagated and the loss of even a wayward mind such as our novice engravers is a great loss. But alas for this advocate of the quaint and outdated doctrine of democracy, for some reason, when the old and wizened Lord Pilot had seen the graffito, FREEDOM, etched into the archway above the towers entrance, he had raged and writhed like a Skytari King who had sensed a Queen in heat and fortuitously discovered an exceptionary clause in the forty-second canon permitting him, so he claimed, to order that: "The punishment will fit the crime." To this day some thousand years later, the graffito remains above the archway, a reminder not only that freedom is a dead concept, a self-deception of the ancient past, but also that our lives are determined by sometimes capricious forces beyond our control.

-

So it is by such a capricious force that we were summoned "in college" as they say at a peremptory summons. For the inscrutable will of the Pure Ones had decreed that the full pilots of our college were to appear in their sublime presence within the hallowed hall in which sat their crystalline thrones in the Palace of Cardinal Virtue post haste. This on the day of the Urathi summer solstice. It was before these thrones, and the entities sat in state upon their lofty seats, that I and my fellow pilots now awaited nervously for these most ancient of ancients, the "Lords of Millions of Years" who had become enlightened and yet remained in our midst rather than ascending to a higher state out of mercy for their fellow Ieldra, to speak. To the left was the Crystalline Purity, whose mastery of logic and the mystical secrets of mathematical arcana was clear as crystal or so it was said. To the right was the Serene Purity, who it was said was wise beyond all reckoning and filled with a boundless compassion for sentient life. Last in the centre sat the August Purity, who above all others had touched the deepest of secrets of the universe and beheld the heart of the Empyrean.

It was he who spoke first.

"Behold, after the chaos of ten thousand years the younger races and echoes of the past alike climb once more upon the ladder of divine ascent and spread throughout the heavens even unto the threshold of the Ieldra's domain. "

"And so"

the Sublime Purity intoned in his quiet, becalming, manner.

"We shall once more spread the light of knowledge through the stars, that those who long ago were by fate entrusted to our guidance may once more know the charity of their makers, and that those who were raised from dust by God to sentience by providence and fate unknowable might find necessary instruction, if that is their desire."

"We shall likewise retrieve that which was lost and what was forgotten, and rebuild that which has fallen into decay that our Imperium may not succumb to the darkness of those who would extinguish our light and shroud the Truths of the Universe as with a veil. For many would feast upon our worlds if chance forbore them hence."

added the Crystalline Purity in his precise, cutting words.

"To this errand, we shall therefore send thee, to retrieve the lost and the forgotten, and survey the stars in our name. To once more attend to the children wrought by our hand in days long past. We shall send you on a quest to recover these secrets of the cosmos, that we may continue our ancient and noble errand of spreading life and wisdom and obtain thereby ".

and here all the purities spoke as one

"Enlightenment".


-

The pilots trembled in excitement after exiting the hall and congregating in an antechamber, it was a quest, a true quest! Groups of pilots three and four together were huddled discussing the opportunities through their psionic communion. Oh to retrieve lost knowledge, to rebuild the glories of our people, to peer into the mysteries of the cosmos, to learn from the thought of other races and know the mind of God!

The Lord Pilot rapped his staff upon the stone floor.

"Hearken." He intoned in strict solicitude.

"The purities decree that we shall travel spinward, to the Star of Arraneth. Here our scouts have uncovered an ancient relic of the Old Ieldra or so the cantors and engineers say, which shall be analysed to reveal what secrets it contains. Once we establish an outpost in this system, you are then charged by decree of the Pure Ones to assess the signals further towards the core and thereby survey what friends or foes may there await"

So it was that one month and three days later according to the reckoning of Urath I went to the hangar accompanied by the usual cadre of professionals, journeymen and novices that attend a pilot's departure . There was an white-robed medic [the robes thereof were distantly related to those of the Order of Scientists of antiquity] who pressed his thumbs against my temples and examined my face for illness. There were journeymen mechanics all in grey who lifted me into the darkened pit of my ship and the nest of neurologics ensconced therein, there was a programmer to assess these neurologic circuits, and others besides. After what seemed like days (already the distortions of the immaterial were working on my time sense), I interfaced with the deep, profound neurologics that are the soul of a lightship and my consciousness was extended and melded into the artificial brain, the essence of my ship. Reality, the lesser reality of sights and sounds and other sensual impressions of the mundane, gave way to the vastly greater reality of the manifold. After a brief moment of impatience as my ship was lifted out of the hanger and ascended skyward rocketing through the atmosphere, I exited Uraths gravity well and plunged into the cold ocean of pure mathematics, into the realm of order and meaning underlying the chaos of everyday space, and the everyday world of realspace was no more. I made a mapping, and a window into the manifold opened to me alongside all the other pilots of the exploratory fleet who had joined me on this quest. Then our star, the little yellow sun, was gone, and there were an infinite number of lights, and terrors, far ahead.
 
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Hi all, thanks for the welcome! I look forward to playing with all of you. :)

Empire Name:
Resource Management Board, Talis

Starting Scenario: The Resource Management Board is the authority for all entities, individual or corporate, doing business in the Talisite solar system. Following decades of unfettered growth and competition in space, tensions grew until corporations agreed to issue a charter organizing the numerous mining stations, shipyards, research facilities, ice collectors and solar and microwave power stations, as well as the innumerable habitats, farms, etc., under a new legal dispute resolution system — granting planetside governments some elements of sovereignty alongside a (free) vesting schedule for shares. While cynics claim that this is merely designed to prohibit new competitors from gaining a foothold, avert homesteading and limit the freedoms of the space-inclined, according to spacer unions, the increase in safety metrics is undisputable! Likewise, the charter is credited with allowing governments and corporations to de-escalate a situation which had gone to the brink of armed conflict, which is potentially the least rewarding utilization of resources imaginable.

Homeworld: The Resource Management Board is based in the sprawling megacity of Heyos on Talis, the fourth planet from the sun in an exceedingly rich twelve planet solar system. The Talisite population of over 18 billion is settled across five planets, two starbases, dozens of minor orbital facilities and hundreds of asteroids and small moons, all of which are connected with each other by communication buoys and satellites and are frequented by thousands upon thousands of merchant ships of varying sizes, classifications and ownership.

Due to the relative abundance of resources in the solar system, the Talisites have only experimented with rudimentary FTL as a scientific curiosity. The planet, and its four colonized and developed solar siblings, along with two ongoing terraforming worlds (so called Project Worlds), are an outgrowth of a cantankerous and chaotic collection of differing nation states which, since the beginning of solar exploration, have lost ground to successful and powerful corporations. In the early days of solar exploration, overbearing governments had pushed those seeking air to breathe into space, but by doing so planetside governments also excluded themselves from profiting from and being a part of a bright future. Now, the solar system is getting crowded as well, and those who can’t see the difference between navigating government and corporate bureaucracies are considering planets even further afield.

Talisite society is overwhelmingly independent, capitalist, mercantile, corporatist and roguish, overlayed with a civilizational veneer of respect for bureaucracy, patronage of the arts, demonstrative charity and religious observance. Talisites have, in principle, strong legal rights that protect their freedoms, but often chafe under the concessions they must make to get by day to day. Society is divided between those who can afford to use all of the liberties they are afforded and those who aspire to one day be in that position.

Location Preference:
Near others, so that we can have fun interactions! Shall we make a deal?

!NEW! Colour Preference: Whatever! Maybe orange?

Physical description: Talisites are blue-skinned, some darker and some lighter, red or orange haired and range from 4ft to 5ft tall and are otherwise humanoid except for the fact that instead of ears, they have antennae which open with a trumpet-like flare at the tip, allowing for precise directional hearing. There is some albinism. The Talisites have also programmed billions of AI assistants of all shapes and sizes for any number of specific tasks or occupations in order to relieve them of drudgery or difficult tasks. A few ethicists have argued that these form a sub-race on Talis but such radical and viewpoints are hardly accepted in polite society.

Suggested traits: Talisites are extremely industrious and hard working and they have a strong sense of self - both personally and legally speaking. They have mastered any number of biomes and environments and are now converting entire wasteland planets to their needs via terraforming. This is a society that believes in the ethic of 'eat what you kill' while at the same time having no issues coming together toward a common purpose - as long as the reward is fair for all involved. Coupled with this is the emphasis on personal drive and improvement, meaning that Talisites value practical skills. As engineers, they are hard to exceed. However, Talisites are also on the weak side, physically, which is why they rely on AI assistance for most physically demanding tasks.

Alien contacts: None; the Talisites are focused on their own solar system right now.

Brief History: Individualists who have a colorful history. Strong nation-states recently giving way to ever larger and more powerful corporations as an outgrowth of laissez-faire capitalist principles and the immense abundance of resources which were easily available to exploit and profit from. Those seeking freedom from rules took to the solar system. At the moment, there is a tug of war between regulatory interests and the traditionalist quarters who see nothing but freedom and opportunity.

Government system: The Resource Management Board is a joint stock corporation owned by various spacefaring corporations and ultra-rich individuals with some seats afforded to major world governments. All shares are subject to reallocation by open bidding in regular intervals, which is its method for financing its operations over 5 and 10 year periods. The proceeds from the Resource Management Board’s activities are distributed to shareholders in proportion to their shareholdings; thus, success means that the shareholders will have the highest bid in the next share auction cycle, while failure means those shares will have to be sold to others who can offer a better valuation. The Resource Management Board’s processes are executed on the basis of charters, contracts, directives and regulations, its highly legalistic decision-making is committee- and influence-based and its results highly questionable.

Stance towards aliens:
Transactional.
 
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Zak mopped his sweaty brow.

Beneath him was a busted agribot; he had pulled some screws off it to expose the circuit board. Luckily, it looked like the CPU had been dislodged by a bump. Nothing major. A repair that anyone could do at home, as long as they had the right tool - namely a screwdriver. Zak twisted, twisted, twisted. The screws were tight again. He pushed a button and the agribot moved off.

It set out down a row of hearty weeds which had been genetically engineered to withstand high temperatures and low precipitation and could reproduce themselves asexually - the lack of insects was still a problem for agriculture, but that would probably be worked out in the coming years, once the atmosphere was done. Zak watched the agribot pick a small, colorless berry.

"Daddy!" he heard from behind. "Daddy!"

Zak's son, a five year old, came darting out of the house. It was one of the new domed models. pre-fab, air filtration, self-cleaning kitchen, the works.

Zak turned and grabbed his boy, lifting him into the air and giving him a picturesque spin. "What is it, Ott?"

"Daddy, I love it here!"

The two turned their faces toward the sun, letting it hit their azure features at an oblique angle.

A moment passed.

"Cut!"

The director's voice pierced through the moment and the cameras audibly shut down. The scene lighting dimmed. All around Zak, interns sprang into action, delivering chilled water and towels or cleaning up the set. Blissfully, one of the interns grabbed the five year old right out of Zak's arms and hauled him away to a dressing room. The director, a fat, older Telisite whose trademark shaded glasses were hooked on his shirt seemed very happy - at least on a superficial, professional level relating to the quality of his newly finished product.

"All right, that's the scene! Well done, boys and girls, we've got ourselves an ad. Let's get our huddled masses out to the Greenbelt."

Zak sighed in relief. With the twelfth take over, he figured he may as well quit acting and become an agribot mechanic. He could find that screw in his sleep.

His employer, Interorbital Conveyances, Inc., was one of the biggest passenger carriers in the system and also a minor shareholder in the Resource Management Board. Promoting Greenbelt was Priority No. 1 at this time, and so money was flooding into development - which included, obviously, advertising. Colonists, who could sometimes be persuaded to sell everything they own and even take on debt in order to homestead on Greenbelt, were big business. But first, they had to be motivated.

Right after Zak's performance, the screen would fade to black and a narrator and scrolling text would declare, in thrilling 3D-TV:

"Reach for the stars and call your Interorbital Conveyances, Inc. representative today. Ask about homesteading on Greenbelt and how you can build your future. Whether you're starting out fresh, transferring an existing company posting to a new world or are interested n signing up as a spacer crewmember or officer, tap the contact in front of you."

It was a good ad, Zak thought.
 
Thank you guys, at the moment I've got a good chunk of orders, and there's going to be a total of three new factions as well (one has been sent via PM).

I'll start working on the update in a little over 24 hours :salute:
 
Empire Name: The Krell

Starting Scenario: Advanced Race

Homeworld: Krell

A crumbling ringworld system the Krell inherited from a long-gone precursor civilization. Its vast structures provide a thriving home for untold numbers of Krell, who labor tirelessly to keep the megastructure in working condition, constantly repairing, jury-rigging and adding new parts to the structure, so that its intricate and ancient designs are barely recognizable, underneath a patchwork of more primitive Krell works of ingenuity.


Location Preference:
The Graveyard

Krell civilization started on an ancient, abandoned ringworld, in the ruins of a long-dead civilization. Nearby planets house the crumbling ruins of an extinct precursor society, while the deep voids of space are dotted with ancient battlefields, drifting debris and long forgotten orbital stations.


Colour Preference: Orange/Brown

Physical description: Animal – Rodent

The Krell species resemble a variety of Earth-based rodents, with an average length of 2'6” for males and 3' for females, tales excluded. With an average lifespan of just 2 to 3 years and a very high reproductive rate, Krell society is in a continuous state of flux, as new generations supplant the old. Combined with their extremely high metabolic rate and fast mobility, Krell communities make for a chaotic, almost anarchic experience as masses of Krell scurry about their short, frantic lives.

With sexual promiscuity the norm and females producing large litters of young, family ties are considered along matrilineal lines. Krell are born relatively developed, requiring only a short period of parental care before leaving the nest. The male species rarely cares after their offspring, as his previous partner is quick to find another sexual partner after the young have left their nest. This leads to large “familial tribes” based around the matriarch, the eldest surviving female relative, with all her relatives working in unison to provide for her brood. Thus, Krell young are reared not only by their mother, but also their aunts, uncles and maternal grandmother (and great-grandmother, if alive) .

While most Krell function within their matrilineal tribes, inter-tribe cooperation is commonplace as well. Resources are shared within the tribe first, but surplus is always shared outside of the tribe. Holding on to resources you have no use for, is an alien concept to the Krell, and sharing one's bounty leads to intricate webs of friendship and loyalty. Most of the times, one tribe is equally fortunate and unfortunate, leading to a tribe helping their neighbors one time, only to receive help from their neighbors the next time. But situations do arise where one tribe is consistently better off than the next tribe, in which case deep levels of friendship and loyalty form over the generations. One tribe could, for example, come to settle down in a rare ship components factory, with its products in high demand throughout Krell space. Trade with the rest of Krell society could turn them into a very wealthy tribe, leading to its increased size and popularity among other tribes. But, as with all things Krellian in nature: nothing lasts forever.


Suggested traits:
Extremely Adaptive, Communal, Social Pheromones, Natural Engineers, Quick Learners, Rapid Breeders, Fleeting, Weak.
Omnivorous.


Alien contacts: No contact with sentient alien lifeforms as of yet. Although the Krell have found plenty of evidence of the existence of sentient life, in the form of ancient ruins, derelict ship graveyards and desolate orbital habitats and stations.


Brief History: The curious case of the Krell

The Krell have been sentient for only a relatively brief period of time. With an average lifespan equal to, or even less than the average length of the infantile stage of most space faring species, the evolutionary speed of the Krell has been uniquely accelerated. Combined with the fact that their civilization thrived amidst the ruins of an advanced, now extinct, space faring species, this has resulted in a truly astonishing speed of civilization. While one could view the speed at which the Krell went from sentience to space faring with envy, one could equally say that the Krell have few inventions of their own and merely owe their success to luck of the draw, by building on the shoulders of better, more evolved species.

Evolving on an artificial space habitat, the Krell have had to master its many functions in order to survive. From regulating the atmosphere, to repairing the bio-domes necessary for large-scale farming, to cannibalizing any redundant or destroyed parts of the ringworld, to be used as patchwork fixes to whatever challenges arose from the decaying infrastructure.

Owing to the vast size of their population and the high evolutionary process that stems from their short lifespans, the Krell were quick to uncover the mysteries of their home world, mostly through (often lethal) methods of trial and error. Untold were the experiment-related deaths for each new scientific breakthrough that lead to the Krell's eventual travel into space, in search for new sources of industrial resources necessary to keep their home up and running.

Driven by an ever expanding hunger for food, resources and housing space, the exploding population has propelled Krell expansion beyond their home system, where they have populated nearly every nook and cranny of even the most remotely habitable spaces. Quickly claiming empty spaces for themselves, the Krell have built on top of ancient ruins, slowly unraveling its mysteries and adding their own mark on the systems they colonized.


Government system: Krellocracy

The Krell have little use for laws and governance, tradition or social codes. What one generation holds dear, the next one rejects. Pragmatism and survival are some of the few values that have endured the test of generations. When society consists of quintrillions of individuals living in cramped quarters with limited resources, the concept of property and ownership inevitably becomes muddled. What most species would call “stealing”, Krell would call “sharing”. And everything is shared, until the moment of scarcity dictates otherwise.

The result has been an extremely fluid form of “government”, for lack of better term, where society is organized differently, almost from one day to the next, and from one location to the next.

As stated previously: Krell function primarily in matriarchal family units. So it can come to pass that an especially large tribe of kin dominates a certain aspect of life, resulting in them lording over the other, smaller Krell tribes. This can be carried out violently, or cooperatively. Some Krell societies may establish wholly democratic means of governance, while another may manage to install a virtual Krell dynasty in power, lasting several generations. All these varying forms of rule can co-exist in one form of another, all at the same time, and at different levels. Those skilled individuals, or organizations, that manage to extend their reach and influence to substantial parts of Krell life, will either eventually fall by the wayside, or be recognized as such a force to be reckoned with, that they become accepted into a form of “council” consisting of similarly powerful Krell and their entities.

To try and bring some clarity to the situation: a particular factory could be run by a specific Krell family, which pays tribute to the Krell crime syndicate that runs the local neighborhood, which casts its vote in the town municipality, which elects a Matriarch-for-Life to rule over a coalition of half a dozen townships, who is a subject to the Holy League of Shell-the-annointed-one, who sits at the Krellian council, along with a particularly charismatic orator, a wealthy entrepreneur, the chair of the Federation of Orbital Krellians and the Grand Poobah of the ringworld Docks. But the next month, the entire system of governance could've been turned upside down.

To put it another way: the Krell are ruled by whoever can. Be it through force of charisma, wealth, kinship ties, brute strength, lineage or any other means of seizing power. While this state of affair might be enough to bring most species to the brink of insanity, the Krell barely shrug at this constant state of flux and simply continue their daily lives.

Stance towards aliens:
Friendly

To the Krell, there exists the tribe and everyone else. If a Krell has an abundance of food, they are as likely to share with a Krell outside of their kinship, as they are with a starving non-Krellian, both sentient and non-sentient.
 
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So many players I never heard of before...
 
So many players I never heard of before...
Personally, I only see 3 names I don't recognize, which is still a good thing. My orders also will be coming at some point today.
 
Hi All,

I posted mine as a private message and assumed colour preference meant colour of map. Oh well.

In brief my people are the Altairians from Altair, a water world. Pretty boring compared to some of you others. We have yet to develop FTL, getting from underwater to Space was challenge enough!

As this is my first game, I'm not too sure what I'm doing lol

Jim
 
It seems like a super cool and friendly group! I really look forward to seeing where this goes, and hope to contribute.
 
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