Deth McBone’s ‘Galactic Epic’ creation thread

Deth McBones

The Inconsistent Modder
Joined
Feb 11, 2008
Messages
543
Location
COLLEGE

This thread will hold all progress on the Galactic Epic series of scenarios, chronicling my views on our future universe.

History and Introduction:
Spoiler :

I have been working on a version of this for about two years now. I conceived this as a giant, sprawling, interstellar sci-fi mod to end all sci-fi mods quite a while ago. I must admit, I was a bit in awe of NavyDawg's Space Opera, when it came out a while back, and at times my own creation looks much like his, but I have worked on this independently for quite a while, although I have borrowed quite a bit of graphics from the mighty Dawg, the soul of this mod is my own. I've also thrown in every awesome sci-fi unit I could find to fit my nutty little world. Hope it finally finishes. That said, let's get on with it!

Intro:
The first scenario in this (what I hope to be) series of scenario is tentatively entitled First Few Steps, and simulates the colonization of outer space after our own solar system has been completely colonized. The strength of my scenario, hopefully, will be the unique way in which the space terrain is presented. Most future mods that are placed in space usually follow two different terrain designs, either using Lukree’s mostly normal Firaxis terrain with the water terrain replaced with space, which maximizes the normal land combat, or Vadus’ terrain with individual tiles as planets and planetoids, which puts a lot of emphasis on naval combat. Unfortunately, both have drawbacks. Lukree’s main drawback is that only the terran planets are represented, which is fine for a Star Wars mod, but unsuitable for epic purposes. Vadus’s terrain, when applied in a very tight ‘system,’ with a cluster of different planets that is usually worked by a single ‘city,’ makes ground warfare rather interesting, and completely skips the time in which a civilization conquers their immediate solar surroundings. Smoking Mirror’s unique hazard/proximity/system design was very original, but I think its colorful interface made it a little hard to believe. NavyDawg’s Space Opera is the closest to my own system, in that he placed extra asteroids to give the systems a little more weight. My system utilizes a blank ‘Orbital Space’ tile that represents the added gravity, magnetosphere, upper atmosphere, etc. Smaller planets have smaller amounts of it, gas giants have a larger amount of it, and moons have none. This system allows for more resources to be tied to a planet, and creates a distinct and orderly view of a system.

The first Galactic Epic Scenario, First Few Steps, is a tale of colonization and conquest fought between rival human factions from the confines of the old Sol system to the wide interstellar gulfs of Deep Space, with dozens of colonizable worlds in the local Orion Arm to far-flung exotic systems in the Perseus and Sagittarious Arms.

Beta Scenario Available Now! DL Today!

DL is hosted at Atomic Gamer and is around 135 MB.

Get it here!

Historical premise for the Scenario:

Spoiler :
For almost a century and a half after mankind first set foot on a terrestrial body not his own, warring political factions, overpopulation, terrorist violence, and poverty plagued the cradle of humanity. It was not until well into the 21st century that governments turned their attention to their immediate solar neighbors as targets for colonization instead of purely objects of research. With the first mission to Mars a reality in 2039, regular trips to the Moon base commonplace in 2046, and the permanent human colony on Mars open in 2059, governments soon began to realize that real colonization was right around the corner. With environmental factors making the little remaining overcrowded land toxic, regular citizens soon started electing to populate the newly formed off-Earth space stations. As spaceflight became more commonplace, real colonies on other planets soon became a reality.

The American base on Mars, originally started as a research station in 2053, was expanded to accommodate the new colonists, and soon became the base for the extra citizens of the United States. Out of this freedom-loving and independent spirit came the United Colonial Territories, a group of settlers who banded together because of their common ancestry and goals. After years of farming the thin Martian soil and mining the nearby asteroids, interference from Earth sparked an inter-solar version of the American Revolution, though with no bloodshed.

The Russians soon snapped up Titan, the only large moon in the Sol system with a substantial atmosphere, and soon started shipping large amounts of scientists and industrialists to Saturn’s largest moon to harvest the abundant supplies of hydrocarbons and gasses in the region, as well as to establish a sphere of influence in the outer Solar System. Eventually the Earth-based Russian Federation nearly collapsed several times because of rising corruption and government inefficiency. The growing number of intellectuals and hard-working miners soon became alienated from their Russian motherland, and began questioning why they kept their allegiances. Finally, a charismatic Communist claiming to be descended from Stalin quickly became popular on Titan, and declared a new Cosmic Collective Bloc, an idealistic communist society bent on making all equal.

The European Union sent its own colony units to Ganymede, and utilized the small deposits of oxygen to set up a significant trading outpost, and used Jupiter’s vast moon system to mine precious metals and exotic gas. The traders on Jupiter’s moons soon gathered their countrymen from the old country and founded prosperous settlements in the shadow of the gas behemoth. Still holding to their old traditions, they formed the Euro-Solar Union, a council system whose main goal was to protect the trader fleet and the holdings of the colonists.

As the People’s Republic of China swelled in numbers, and off-Earth colonies of other nations prospered, the Chinese finally founded their own colony on the far-away moon of Triton, in the orbit of Neptune. Named for the very first Chinese citizen to go into space, Yangliwei soon became full of colonists seeking adventure or escape from their crushingly overpopulated homelands. However, the colony was soon overcrowded, and extra amounts of energy were soon expended trying to feed the burgeoning colony. Most of its exports of natural gas were sent straight to a thirsty Chinese industry, until the colonists realized the dependence that its comrades on Earth had developed for Neptune’s methane. The off-worlders soon built up their own industry , and broke free from controlling officials in Beijing. The People’s Stellar Socialist States proclaimed that they were destined to control their own fate, and soon set about finding room for future generations of Tritonese.

One of the more technologically advanced factions of the day, the Japanese on Earth had supplied their expertise to the other, more expansionist civilizations who were bent on colonizing space, but for a price. Wealthy with the aerospace and hi-tech industries making billions a day, the massive AeroSpace Conglomerate, headquartered in Tokyo, soon began looking for a place to put its own roots. The corporate bosses decided that the infrastructure needed to colonize Mercury was worth its weight in the highly dense metals found in Mercury’s crust alone, without mentioning the unparalleled position of its close proximity to the Sun that would boost orbital industry. After engineering massive heat-shields for the colonists, Japanese AeroSpace volunteers soon began constructing massive forges on the closest planet to the Sun. After half a century, however, the underground laboratories, planet-side smelters, and orbital solar collectors soon housed nearly all of the AeroSpace Conglomerate’s holdings. After selling off its assets on Earth, the ASC was firmly rooted in the heat of Sol.

As the Earth began being relieved of some of tenants, the most crowded nation-state of all soon had no choice but to try and give its citizens a chance to leave. The Republic of India, now hopelessly swarming with citizens because of its staunch policies against population control, was given a mandate by its people: form a colony for us. With the urging of the people, a crash program was initiated to colonize the last solar territory untouched by humanity: Venus. The harsh and toxic atmosphere was quite the challenge for Indian engineers, but soon vast pressure domes were constructed out of corrosion-resistant plastics, and the teeming millions of colonists had a place to live. Through careful construction, very few accidents occurred on Venus, though the few that did were vast tragedies that only spurred the colonists on. After finally becoming self-sufficient, the Astro-Indus Democratic Republic was officially formed as an independent political system, completely distinct from its Earthly ancestor.

With much of its overcrowding solved, the Earth, now governed by the Unified Earth Nations, is still in a perilous situation. The population will continue to rise, and now it has several neighbors with enough footing to stand against Earth militarily. Though the UEN has most of the power, individual countries still possess nuclear weapons and old grudges have not disappeared. With the new star drive technology, the UEN must extend its reach to at least keep up with the other, newly aggressive factions that are so close in the Solar System.

With the Solar System full, and populations again swelling, mankind must push outward, as new technologies have made the vast distances of space between stars traversable. It is a time for mankind to make its first few steps out of its own Solar System.


Credits:
Here I will list ALL of those who have contributed to this mod, whether by unit, graphic or by beta-testing. Some pcx work is done by myself, but for the most part, the CFCers here have contributed the bulk of the original work.
Spoiler :

(in no particular order)

Vadus
Smoking Mirror
NavyDawg
Neomega
Flamand
Orthanc
Firaxis
Wyrmshadow
TheMorpheus
jobiwan
muffins
Steph
Balou
Aaglo
Kinboat
Vuldacon
Bjornlo
Piernik
Plotinus
CivArmy
Weasel Op
RalofTyr

Beta Testers:
CiaranB123
King Coltrane
Philadelphus
 
Screenshots:
The Sol System in the Editor:
Spoiler :


The dashed lines that end in little stars are the Ion Pulses and Space-Time Vortexes, respectively. See the bit on Space Travel.

Zoomed pic of the Sol System in relation to the other systems:
Spoiler :

Zoomed and labeled pic of the local Orion Arm:
Spoiler :

Zoomed and spectral-labeled pic of the Sagittarius arm 'below' the Orion arm:
Spoiler :

Gameplay pic of Earth, as viewed by a CCB Voyager probe:
Spoiler :

Gameplay pic of the CCB's home colony of Cosmograd on Titan, the second-largest moon in the Solar System, with a thick atmosphere:
Spoiler :

Gameplay pic of the first two iterations of the tech trees used:
Spoiler :
This is a very early tech tree, earlier scenarios have much more developed one, but this is the closest look of the final product.



Gameplay pic of a Star Transport in the Alpha Centauri system: (You can see clearly the oxygen atmosphere of the Terran planet.)
Spoiler :


Space Travel:
Spoiler :

Space Travel now consists of conventionally fueled Solar Space plying shuttle that can go from planet to planet, fusion-powered freighters that can travel slowly through Deep Space to other stars, and Hyperspace Lanes which allow instantaneous travel from star to star.

Still a problem is what resource allows the FTL drive.

Old problems:
Spoiler :

This is one of the places that I have struggled with. I have (tentatively) decided that a space lane approach would make the scenario more strategic, and hopefully more exciting. This idea was actually discussed in depth by Weasel Op here. I dabbled with the idea of star-gates, but the AI had some problems constructing and using them. Now I have settled on the idea that when you research "Interstellar Jumpdrive" the Space Time Vortexes become visible, but only exist as two-way highways from Vortex to Vortex. The Ion Pulses represent the space-craft's jump-drive's path to travel. The Ion Pulses are on top of the Space Lane terrain (Landmark Sea) which have a lower movement cost than the Deep Space. This way, when interstellar ships become available, not only does it make using the Space Lanes much faster (which represents hyper-spacing from point A to point B), but you can find out where other systems are relatively easily. The Space Lanes become a tactical chokepoint in later game, as blocking one will delay shipments of Colonial Goods from reaching your rivals.

 
Here are the (old) previews of unit lines:
Spoiler :
Here is the Human generic land units, version 1.0

Here is the Human generic spaceship units, version 1.0

**UPDATED 3-11**
Here are the updated unit line stats.
Spoiler :

Ground Units:
=============================================================
Class Explanations:
-------------------------------------------------------------------------------
Militia:
Basic defense unit. Represents security forces. Unused by AI.
Riot Gear

Light Infantry:
Dual offensive/defensive unit. Represent rapid reaction forces.
Can attack directly onto planet surface.
Can be loaded into Cruiser class of space warships.
SMGs -> Pulse Rifles -> Jet Packs

Assault Infantry:
Primary offensive unit. Represents armored infantry invasion forces.
Can attack directly onto planet surface.
Kevlar Vests -> Assistive Exoskeletons -> Integrated Exoskeletons -> Mecha Armor

Defense Infantry:
Primary defensive unit. Represents dug in heavy weapon forces.
Cannot attack planetary surfaces from space transports.
Miniguns -> Laser Guns -> Plasma Guns -> Indestructable Alloys

Special Forces:
Stealth unit. Represents special operations forces.
Can stealth attack.
Can attack directly onto planet surface.
Orbital Artillery Strike

Armored:
Fast shock unit. Represents armored vehicle forces.
Can attack multiple times a turn.
Can attack directly onto planet surface.
Anti-gravity units can move about Orbital Space.
Alloys -> Reinforced Molecules -> Anti-Gravity Devices
----------------------------------------------------------------------------

Unit Stats:
Unit A.D.M Cost Prerequisite Resource
---------------------------------------------------
Militia: 0.1.1 6 N/A N/A
Light 1: 1.1.1 7 Modern Warfare N/A
Assault 1: 3.1.1 16 Synthetic Fibers N/A
Defense 1: 1.3.1 17 Modern Warfare N/A
Armor 1: 5.2.2 25 Heavy Industry Armorium Alloy
Special 1: 4.1.1 22 Orbital Defense N/A
Light 2: 4.4.1 30 Space Warfare N/A
Assault 2: 6.3.1 45 Powered Exoskeletons Argonite
Defense 2: 3.6.1 40 Argonite Lasers Argonite
Armor 2: 8.4.2 60 Molecular Reinforcement Armorium Alloy, Argonite
Light 3: 8.8.1 90 ? N/A
Assault 3: 12.6.1 80 ? Plasma Gas
Defense 3: 6.12.1 85 ? Plasma Gas
Armor 3: 16.8.3 100 ? Armorium Alloy, Argonite, Cryo Cobalt
Assault 4: 20.10.2 125 ? Volcanium, Plasma Gas
Defense 4: 8.18.2 100 ? Volcanium
--------------------------------------------------------------------------------

Naval Units:
==============================================================
Class Explanations:
--------------------------------------------------------------------------
Scout class:
Basic space probe. Used for scouting solar space.
Minuscule Mass (-2 HP)
Conventionally Powered
Unsuitable for Deep Space

Shuttle class:
Basic space transport. Used for transporting units through solar space.
Small Mass (-1 HP)
Conventionally Powered
Unsuitable for Deep Space

Freighter class:
Inter-stellar space transport. Used for transporting from star to star.
Small Mass (-1 HP)
Fusion Powered
Deep-Spaceworthy

Escort class:*
Inter-stellar space frigate. Used for ship-to-ship combat, system defense, anti-snubfighter screening, and planetary bombardment.
Medium Mass
Fusion Powered
Deep-Spaceworthy

Jumpship class:
Inter-stellar space transport. Used for transporting from star to star, but can use Hyperspace Lanes.
Medium Mass
Deep-Spaceworthy
Jump Capable

Transport class:
Inter-stellar space transport. Used for transporting from star to star.
Massive Mass (+1 HP)
Deep-Spaceworthy
Jump Capable

Battle class:
Inter-stellar space cruiser. Used for ship-to-ship combat, light infantry transport, and planetary bombardment.
Medium Mass
Armored (+1 HP)
Deep-Spaceworthy
Jump Capable

Carrier class:
Inter-stellar space snubfighter carrier. Used to transport snubfighters for snub-vs-ship and snub-vs-planet combat.
Massive Mass (+1 HP)
Deep-Spaceworthy
Jump Capable

Battle Cruiser class:
Inter-stellar space battleship. Used as a missile carrier as well as the last word in ship-to-ship combat and planetary bombardment.
Massive Mass (+1 HP)
Armored (+1 HP)
Deep-Spaceworthy
Jump Capable

Cloak class:
Inter-stellar cloakable corvette. Used as a stealth ship, as it cannot be detected by most ships.
Medium Mass
Deep-Spaceworthy
Jump Capable

Gravdar Escort class:
Inter-stellar gravity-radar frigate. Used as an upgraded Escort class, with the ability to detect cloaked ships.
Medium Mass
Armored (+1 HP)
Deep-Spaceworthy
Jump Capable

*Escort class upgrades to Gravdar Escort class
--------------------------------------------------------------------

Unit Stats:
Unit A.D.M Cost Trans B S/R/RoF Prerequisite Resource
-------------------------------------------------------------------------------
Scout: 1.1.3 20 0 0/0/0 Space Exploration N/A
Shuttle: 1.1.2 30 2 0/0/0 Space Flight Helium-3
Freighter: 1.2.3 40 3 0/0/0 Fusion Drive Helium-3
Escort: 5.5.4 55 0 5/1/1 Space Warfare Helium-3, Argonite
Jumpship: 1.3.5 50 4 0/0/0 Hyperspace Jumpdrive N/A
Battle: 10.8.5 75 2 9/1/2 Space Cruisers Armorium Alloy, Argonite
Transport: 1.4.6 70 6 0/0/0 ? N/A
Carrier: 5.9.4 120 4 20/1/3 ? Vulcanium, Argonite
Cruiser: 15.12.4 150 2 15/2/3 ? Vulcanium, Plasma Gas
Cloak: 12.5.6 90 0 0/0/0 ? Gravitium
Gravdar: 7.7.6 80 0 7/1/1 ? Gravitium, Argonite, Armorium
--------------------------------------------------------------------------------



Here are the old previews of improvements:
Spoiler :
Here are some of the improvements that are unique to this mod. Thanks to whoever uploaded the Centauri/Deadlock/Outpost pics, because I made these mostly out of those. Also some techs were cannabalized for pics. The Mars terrain ones are only for colonies that do not have an atmosphere, aka most non-Terran planets.



**UPDATED 3-12**
Here are the names and effects of each improvement
Spoiler :

================================================================
ATMOSPHERE ONLY
COLONIAL ONLY

Growth Improvements:
----------------------------------------------------------------------------------
GM Cropland: Genetically modified farmland that boosts yields in crops, resulting in a surplus. Replaces Granary.

Genetics Clinic: Alters citizen's essential DNA to get rid of defects and unwanted traits. Replaces Hospital.

Hydroponic Farms: Plants grown in high-nutrient water beds that produce large amounts of produce. Replaces Granary.

Pressure Dome: Giant domes to contain and sustain large colony populations. Replaces Aqueduct.

Atmosphere Generator: Creates an artificial atmosphere around an entire planet. Replaces Hospital. Requires Pressure Dome.


Military Improvements:
-----------------------------------------------------------------------------------
Military Base: Trains troops to veteran level. Replaces Barracks.

Orbital Laser Defense: Orbiting inward-facing laser satellites that provide a bonus to defending troops, lending a hand in large-scale war. Once a planet has sufficient infrastructure, firing the lasers is prohibited to prevent collateral damage. Replaces Walls.

Space Fleet Station: Orbital megastructure that repairs, upgrades, and assembles spaceships, trains naval officers, and serves as a command center for naval operations. Replaces 1/3 Harbor. Requires Space Station.

Orbital Minefield: Orbiting field of heat-seaking and magnetic space mines that damage passing ships. Replaces 1/2 Coastal Fortress.

Orbital Laser Cannons: Orbiting outward-facing laser cannons that provide a protective screen against snubfighter attack. Replaces SAM Battery.

Orbital Aerodrome: Orbiting hangars for snubfighter repair, upgrade, and assembly and training of pilots, also serving as a port-of-origin for light jet-pack infantry waiting to be dropped in planetary gravity wells. Replaces 1/2 Airport.

Planetary Forcefields: Giant forcefields on cities to protect against incoming energy weapons and nuclear missiles. Replaces 1/2 Coastal Fortress.

Cultural Improvements:
----------------------------------------------------------------------------------
Transmission Tower: Broadcasting station that sends out radio waves and other transmissions, spreading culture and makes a few citizens happy. Replaces Temple.

HoloTheatre: Provides HoloReels of 3D cinematic glory. Expands culture and makes a few more citizens happy. Replaces Cathedral. Requires Transmission Tower.

Scientific Improvements: **Requires Input**
----------------------------------------------------------------------------------
Physics Lab: Center for scientists of all fields to help unravel the mysteries of the physical world. Replaces Library.

Science Academy: Center of higher learning for eager PhD's. Replaces University. Requires Physics Lab.

Low-G Lab: Center for study of volatile and exotic materials in orbit, away from population centers. Requires Science Academy.

Alternative Ideas: Computer Lab, Quantum Computing Center, Data Archive, Flash Learning Center.

Commercial Improvments:
--------------------------------------------------------------------------------
Global Market: Coordinates efforts of merchants world-wide to maximize taxes and prosperity and taxes. Replaces Marketplace.

Planetary Bank: Common currency mega-corporation for storage of massive sums of capital. Replaces Bank. Requires Global Market.

Interstellar Stock Index: Creates a web of securities and futures trading between stars. Replaces Stock Exchange. Requires Planetary Bank.

Tech Improvments:
----------------------------------------------------------------------------------
Cybersphere: Links citizens together in a network of social, commercial and technological innovations. Replaces 1/2 Courthouse.

Security Centre: Protects civilian and commercial cyberspheres from most hacker threats, supposedly. Replaces 1/2 Courthouse. Requires Cybersphere.

Entertainment Improvements:
----------------------------------------------------------------------------------
Sports Stadium: Provides a outdoor large venue for sports teams and large spectacles, making public displays more effective and making people happy. Replaces Colosseum.

Sensorium: Lets citizens get away from real life, enjoying a virtual full sensory experience. Replaces 1/2 Marketplace, Police Station. Requires Cyberphere.

Recreation Dome: Provides a large indoor venue for sports teams and colonial spectacles, making public displays more effective and making more people happy. Replaces Colosseum.

Industrial Improvments **Requires Input**
---------------------------------------------------------------------------------
Industrial Complex: Various factories, manufacturing plants, refineries needed for an industrial world. Replaces Factory

Nano-Synthesis Factory: Molecular-level assembly line. Replaces Manufacturing Plant.

Not enough. Comes early in tech tree. Needs later more powerful factories.

Power Grid Improvments **Requires Input**
---------------------------------------------------------------------------------
ALL REQUIRE INDUSTRIAL COMPLEX

Fossil Fuel Energy Grid: Petroleum and Natural Gas dependent fuel world. Replaces Coal Plant.

Alternative Energy Grid: Wind, solar, tidal, geo-thermal dependent fuel world. Replaces Hydro Plant.

Nuclear Energy Grid: Fission-powered nuclear fuel dependent world. Replaces Nuclear Plant.

Fusion Energy Grid: Fusion-powered nuclear fuel dependent world. Replaces Solar Plant.

All available in first age, and some go obsolete. Needs later more powerful energy sources.

Space Station Improvments **Requires Input**
---------------------------------------------------------------------------------
Space Station: Allows trading in-system. Vital trade link between space above and planet below. Replaces 1/3 Harbor.

Asteroid Refinery: Crushes and refines asteroid ore, providing extra production in surrounding space. Replaces Offshore Platform. Requires Space Station

Deep Space Dock: Massive warehouses, flight paths to hyperspace lanes, and huge docking gantries allows docking of larger inter-stellar freighters, connecting far-flung ports. Replaces 1/2 Airport. Requires Space Station.

Agri-processor: Maximizes food in space around colony. Replaces 1/3 of Harbor.
**The space-agriculture one needs work. What exactly makes the space around you ripe for harvest? Input greatly requested.**


Here are the previews of wonders:

This is the Space Agency, which gives an immediate 2 techs, as technical challenges often gives rise to new technologies:
Spoiler :

Here are my new wonder splashes I just uploaded:
Spoiler :

Nuclear Arms Cache, Space Agency, Area 51:


Green Revolution, BioChem Facility, Large Hadron Collider:


JPL-Boeing Spaceyard, Hover Racer League, Galactic Stock Market:


To anyone who is interested, I will be trying to fit in Quinzy's (I believe) sci-fi wonder splashes.
 
Victory Conditions:
Spoiler :
The main way to win for the six colonial powers is by constructing colonial-goods producing buildings on colonies in other star systems. Gather enough resources, and players will win a Colonial victory. Factions such as the Unified Earth Nations will soon win with a cultural victory if left alone to build wonders. Militant civilizations might just nuke everyone else into submission.

Alliances:
Spoiler :
There are four distinct alliances as well. The Sol Asteroid Belt Treaty Organization, or SABTO, is composed of the United Colonial Territories on Mars and is connected to the EuroSolar Union. The Solar Pact is formed by the mutually Communist factions of the Cosmic Collective Bloc and the People’s Stellar Socialist States. The third alliance is made up of the Astro-Indus Democratic Republic and the AeroSpace Conglomerate, and is called the Inner System Co-Prosperity Sphere, or ISCPS. The Unified Earth Nations is neutral, and the last alliance is a surprise.:D

Historical Entries:
Spoiler :
ENCYCLOPAEDIA GALACTICA OFFICIAL GALACTIC HISTORY-

HUMANITY-
Bipedal, dual gender, averaging 2 ½ meters tall
Homeworld- Sector Alpha, Sol System, Planet Earth
HISTORY-
Early- One of the latecomers to the space stage, this upstart on the galactic scale of things has undoubtably changed the face of all the souls in our universe. Arising in a green Terran planet named Earth in one of the arms of our Milky Way, the Human race endured a few thousand years of destructive infighting before reaching out of their planet's gravity well. It took an intense competitive spirit between two feuding governments to put Humans in space. After promising gains by one of the factions, the United Soviet Socialist Republic, the other competitor for global dominance, the United States of America, landed the first Human extra-terrestrial explorers on their moon in GC 1969 and signaled a first step in Human space exploration.

Space- Science research in the area of space soon took off, in tandem with an increasingly globalization and de-polarization of political entities. This prompted the international United Nations to send an international science team to found the first permanent base on their near neighbor Mars in GC 2029. Headed by the United States of America, the base was soon wholly taken over by the USA.

Colonization- After a few quiet years, the United States announced that starting in 2034, any qualified citizens of the United States of America could chose to leave the increasingly overcrowded and dangerous Earth for a new life as colonists on Mars. This announcement shocked the world, and sent other regional governments (whose space programs had largely been pigeon-holed into strictly research and satellite work) scrambling to develop their own colonization programs. As other small governments realized that the real estate in the Sol system was all up for grabs, they banded into organizations specifically to ensure their cultures could start anew on another sphere.

Organization- The six major powers of the time all settled their corner of the Sol system and began growing their colonies. As the newly renamed Unified Earth Nations realized that the colonies could one day rival the Earth in population and production, the Interplanetary Earth Non-Aggression Treaty was signed June 11th, 2045 on Earth by representatives of the Space Six-two delegates from the US's United Colonial Territories, three emissaries from the Russian Collective Cosmic Bloc, four diplomats from the Astro-Indus Democratic Republic, an ambassador from the EU's EuroSolar Union, four generals from China's People's Stellar Socialist States, and two envoys from the Japanese AeroSpace Conglomerate-as well as a Unified Earth Nation representative. The IENT was meant to ensure that military action on the soil of Earth for purpose of conquest would never happen. To ensure that this would never happen, an elite Unified Earth Space Command was given authority to defend Earth at all costs, regardless of the consequences. This hierarchy was to comprise the main organization for the Human race in the decades to come.

Expansion- After splintering ideologically, each faction built up their off-world bases on the five major planetoids of the Sol system. The United Colonial Territories consolidated their hold on Mars; the Cosmic Collective Bloc was born out of the lush satellite in Titan, the People's Stellar Socialist States quickly built a base on the surface of unforgiving Triton; the AeroSpace Conglomerate managed to found a colony on tiny hot Mercury under great heat shields; the EuroSolar Union, with its close ties to the United Territories, were able to slingshot their ships around Mars to land on Jupiter's moon Ganymede, and founded a great trading post. The Astro-Indus Democratic Republic, although the most populous democratic nation on Earth, spent most of the latter half of the 21st century undergoing several turbulent reforms, and was last in the final colonial push, finally landing colonists on Venus, though the cost of human life the first few years was staggering (the Indian scientists had not perfected some of the colonial improvements before placing them in the harsh conditions of the sister planet, but the people of India desperately needed somewhere to escape too), and so ended the Great Solar Rush.

Early Tension-Soon after the IENT was signed, the PSSS soon started squabbling over the solar spacial border with the ASC. Affronted by the lack of respect that the PSSS showed, the ASC went to the AIDR for help. In response to the aggression that the Stellar Socialist States showed, the AeroSpace Conglomerate and the Astro-Indus Democratic Republic founded the Inner-Sol Co-Prosperity Sphere, a loose association that pledged whole-hearted military and economic help in case of unprovoked attack. As a counter, the PSSS founded the Solar Pact with the Collective Cosmic Bloc, who shared similar cultural values and a penchant for communism. To further the confusion, the United Colonial Territories formed the Sol Asteroid Belt Treaty Organization with the ESU, in order to increase ‘economic opportunities and military deterrence.' This three way split in the Sol System greatly ratcheted up the military research spending, as factions needed to find new ways to protect their new-found homelands. This influx of science funding soon brought about one of the greatest discoveries humanity had found up to this point.

Extra-Solar Activities-After the AeroSpace Conglomerate scientist Kuto Kitojuwa found super-luminal particles could be harnessed to create jumpdrives that could propel ships beyond light-speed, all factions suddenly awoke from their trenches and realized the nearby systems were ready and accessible, ready to be settled and populated. This new outlet for energy soon started the Great Space Age. The United Colonial Territories, who were the first to apply the theories to build an actual working interstellar jumpdrive on the new Vanguard class of jumpship transports, soon spearheaded colonies in the Alpha Centauri system, landing successful colonies on the three major planets of the system. Similar colonies were set up over five other systems in the immediate vicinity of Sol. The Seven Colonies of Man had just started to blossom when humanity finally found its place in the galaxy.

Resource Entries:
Spoiler :
Fusion uses helium isotope helium-3 coupled with hydrogen to fuse atoms together, releasing lots of energy. But not enough to power ships past lightspeed.

Armorium Alloy is a very tough metal that is a composite of many different metals, metals only found in tons and tons of rock, the more rock the better. If a planet has rock as its outer crust, the chance of finding enough elements to create armorium alloy is much better. Armorium Alloys are used for lots of tanks, as it highly resistant to penetration. Armorium Alloys are aluminum, depleted uranium, and lots of nickel. When bonded, the atomic structure of the alloy utilizes the lightness of aluminum, the density of uranium, and the reinforcement of nickel.

Argonite is a crystallic solid that can hold many, many beams of laser light. The intricate crystalline structure of argonite is close to diamond and hydrocarbons, yet with much more bonds than either. This means that light passes through the solid much slower than anything else. This capacity means it acts like a light battery, capable of storing much more laser light than normal means. By releasing this light all at once by inducing a chemical reaction with potassium, the most reactive substance known at the time, it sends a pulse through the crystals, releasing all the light, a high-energy burst of laser light can be directed in one dimension at the speed of light. After recharging from a small energy source, argonite can repeat this over and over, thus creating a true laser blaster.

In-depth Tech Entries:
Spoiler :

Pressure Domes:

One of the first challenges of any colony founded on a non-Terran planet is how to provide shelter from the harrowing, and often lethal, elements. Early research outposts on the Moon paved the way for other Human colonies on the planets, in researching which structures were best suited to maximize inside surface area, yet minimize the effects of the negative pressure outside. The geodesic dome was found to be optimal for these purposes, and was soon adopted as the standard across the Sol System. These Pressure Domes allowed humans to actually live in large numbers on-planet, instead of the makeshift landing bases around the colony ship drop-pods. As more and more generations lived in the colonies, more and more domes were constructed to house the population. Soon the newer, bigger domes rivaled some of the skylines of the cities on the Old Planet. Still, the prohibiting cost of domes meant that colonies could only hold so many people.

Recreation Dome:

Another problem facing the colonists off-Earth was the lack of real engaging entertainment in their simple and constricting quarters and workspaces. In order to alleviate this oppressive and claustrophobic environment, psycho-therapists and administrators alike came to the conclusion that comprehensive recreation complexes were to be constructed. The Cydonia Recreation Complex on Mars, a 4-million square foot installation, was soon constructed at great cost to help bring entertainment to the hard-working colonists of mostly American descent. The Cydonia complex included thousands of feet of room dedicated to various sports, as well as a 150,000 seat stadium to house the premiere Mars football team, the Prospectors. Other colonies soon constructed their own complexes, and when the six major colonies all had their own, the Intersolar Football League was established, leading millions to follow their country’s chase for the Sol Cup.

Space Station:

Arguably the most important early installation on any inhabited world, the Space Station is a necessary link between on-surface industries and population centers and the orbital structures and trading ships in space. This important trade-station allows a planetoid to trade its often valuable resources for much needed supplies for prosperity, and in the colonies case, survival. The early space-station builders from the late 20th century would have truly been awestruck to see the huge orbital installations of the early 22nd century that dealt with thousands of trading ships each solar day.

Deep Space Docks:

Equally as important as the space stations that serviced the planet that they orbited around, deep space docks adjacent to these stations were just as important to the interstellar trade that is critical to maintaining large space empires. Much like planetary airports, deep space docks service hundreds and hundreds of the freight starships that ply the hyperspace lanes. These provided tons of goods to the Old System powers who heavily relied on the outer colonies for raw materials and exotic materials alike, for applications ranging from pampering rich government officials to constructing massive space-warships.

Asteroid Refinery

The orbital ore-refineries of the mid-23rd centuries were massive rock-processing centers capable of extracting tons of minerals from mega-tons of asteroid on a weekly basis. Utilizing the cutting power of densediamond saws to rip apart smaller rocks, and the slicing force of high-powered argonite lasers to cut through decameters of the more massive asteroids, these installations boosted the ability of colonies to construct their ships and ground-based complexes rather quickly. Unfortunately, these massive refineries also would accidentally eject boulders into their high-orbit ellipses, causing some damage on other installations and satellites, as well as the rare freighter or space yacht.



In-depth Unit Entries:
Spoiler :

Security Officer:

As overcrowding and crime skyrocketed in the densely populated urban environs of the middle 21st century, law enforcement agencies had to keep ahead of the numerous gangs and crooks that preyed on the poor masses. The expansion of Special Weapons and Tactics squads from special situation backup to relatively commonplace heavy law enforcement reflects this kind of shift. Special urban training and heavy armor combined with extra civilian surveillance techniques made such enforcement officers adept at handling any kind of domestic threat.

Shock Infantry/Synthetic Fibers:

For hundreds of years, armor had been an obsession for humans. The early humans wore bearskins to survive the cold. Modern haz-mat teams wore plastic space-suits to protect themselves from biological, chemical and nuclear threats. The very first warriors strapped leather to their thin linen clothes to pad against blows from spears. The pinnacle of human armored warfare, knights of yore trained for years to be able to carry the heavy metal plates that would stop swords from killing them, only to be foiled by gunpowder-toting weaklings in a moment. It was only until the advent of tanks that armor again became useful, but this required a huge oil-burning monster to protect the small crew. With the invention of lightweight polymers and ceramics in the late 20th century, however, humans soon had a way to stop most firearms, and the final unveiling of Kevlar© vests marked the beginning of the resurgence of body armor. Militaries soon were able to deploy their troops with armor capable of stopping small rounds and protecting from most nearby shrapnel bursts, yet light enough to ensure high mobility. Final versions of the vests protected soldiers from land mines and small-arms fire. This invulnerability kept wounded numbers low, and saved millions of lives in the early wars of the 21st century.
 
Awesome another sci-fi scenario in the making. Can't have too many of those:)
Just reading what is written I can tell that this mod is VERY VERY VERY and I stress very thought out. For a minute, I was looking for the download link so I can start playing this so to be awesome scenario
 
Thank you sum aar jam! I appreciate the feedback.
This has been in development for so long, it should be thought out!
I plan (in an ideal world) to do four of these babies, with the sequel to this merely an easy-to-finish expansion.

Now I have a very serious question for those experts and doctorates out there: I am possibly going to include helium-3 as a resource for fusion powered spaceflight, but for gameplay purposes, should I require a resource for the very first sea transport? Is there enough fuel for fusion in normal planetoids or in the interplanetary medium to make a required resource actually feasible? Just something to ponder...
 
I'll be keeping an eye on this. For a long time, about a year and half or so, Jewmpaloompa were trying, fighting really, to make an epic mod set in space, but we eventually gave it up due mostly to technical constraints (how do you represent space in a way that the AI can handle since they don't understand or handle naval power, graphics, etc). It'll be very interesting to see how you handled all of this; it looks great so far, and I look forward to try it out.
 
This is the kind of space scenario I can especially get into - near future human colonization of local space.

Question: What are the other star systems? Are they meant to represent actual star systems in proximity to our own? (disregarding the planets, which you have to make up, of course.)
 
Ooo. Stormie, lemme know if that's any good. I've always been on the fence on gettin' that one.

RedAlert, I tried really hard to find charts of near-Earth systems, but I mostly found fictional Star Trek maps!:lol: I have several named systems in the Orion arm, such as Alpha Centauri (which has two space lanes to it to represent the close proximity), Barnard's Star, Epsilon Eridani, Tau Ceti, Sirius, Groombridge 34, Sigma Draconis, Altair, Procyon, and Ross 614. I have tried to represent the stars accurately by reading up on each system's projected composition on Wikipedia, i.e., Tau Ceti is a system with a main-sequence Sol-like star, and many asteroids to represent the large amount of debris that is supposed to be in the system. Other systems outside the Orion Arm are unnamed, because I don't really know which systems are outside our local arm.

Oh, and wolf brother, I was hoping I could learn what made the AoI AI use a whole bunch of ships. I think it was because of the colonial resources that had to be transported over water, and this scenario should do about the same thing. In my few beta-tests I've seen the AI go berserk with invasions in the Sol system, but relatively few colonies in other systems. I think I might pre-place some colonies in other systems to encourage inter-stellar naval movement.
 
Space Travel problems:
This is one of the places that I have struggled with. I have (tentatively) decided that a space lane approach would make the scenario more strategic, and hopefully more exciting. This idea was actually discussed in depth by Weasel Op here.
I improved that method for the (incomplete) Freespace scenario. Coast is still orbital space but uses 1 MP, while Sea is subspace lanes and uses 0 MP. Ocean is impassable deep space, while Sea is impassable to wheeled units. Orbital-only ships are wheeled, while spacefaring ships are not. Fighters and bombers are aircraft, with very short range so they can "jump" around in a system but not rebase to another system without being transported there on a "carrier". If a unit has the ability and any MP to move onto a Sea tile, it can keep going to the other end of the lane (or back) without using any MP. This forces both the player and the AI to use subspace lanes without doing anything crazy with MP.
 
Wait! You can have 0 MP? I never knew that!

Currently Solar Space costs 1 MP, and uses the same wheeled combination to restrict the orbital defenders.
Deep Space has a MP cost of 3, and Space Lanes had a MP of 1, but if it can be 0 then that would be awesome!
Intergalactic Space has an MP of 6, and I'm going to need it later in order to keep the other spiral arms separated.

I am going to test this out RIGHT NOW.

Thanks, Weasel.
 
Wow. Okay, Weasel thank you very much, I had no idea an MP of 0 would create a railroad effect on a terrain! This is exactly what I had envisioned years ago, but then I tried out using rebase missions or airlifting to move units instantaneously. This is going to change things. Now blockading a Space Lane will be much more frustrating for anyone. This also makes hit-and-run missions much easier and more fun.

To everyone: now have the Human generic space ship and land units up, as well as a labeled system map and another gameplay pic.

EDIT: The Star Cruiser is TheMorpheus' EDF Yamato, which I think is a truly awesome unit, and the Junk Frigate is jobiwan's Ancient Cruiser. I do not have Civilopedia pics of either, so I had to surf the Internet for those two. I still haven't found the ship that represents the Ancient Cruiser. Pictured is a Sith Derriphan-class battleship from the comics, I presume.
 
RedAlert, I tried really hard to find charts of near-Earth systems, but I mostly found fictional Star Trek maps!:lol: I have several named systems in the Orion arm, such as Alpha Centauri (which has two space lanes to it to represent the close proximity), Barnard's Star, Epsilon Eridani, Tau Ceti, Sirius, Groombridge 34, Sigma Draconis, Altair, Procyon, and Ross 614. I have tried to represent the stars accurately by reading up on each system's projected composition on Wikipedia, i.e., Tau Ceti is a system with a main-sequence Sol-like star, and many asteroids to represent the large amount of debris that is supposed to be in the system. Other systems outside the Orion Arm are unnamed, because I don't really know which systems are outside our local arm.

Well, that's great that you did that much, at least! Much more preferable than simply making up star systems, in my opinion. Yeah, unfortunately there's not much in the way of star charts on the web, that I know of. But creating an accurate star chart is fairly easily accomplished with data from sources such as Wikipedia, and with some basic knowledge of astronomy and trigonometry. I think what you've done so far is probably satisfactory, but if you need any kind of help with any further map making, I would be happy to provide. :)
 
RedAlert,
Yeah, I used a lot of Wikipedia articles to find which stars were closest, and, as I explained before, to find out what we believe systems were composed of. Actually I used these two maps for most of my mapping. I only chose some systems because I wanted this scenario to be limited, and because I will reuse some systems, albeit not as large, in upcoming scenarios.
Here are a few different maps.

You could help, if you happened to know of data on systems in other spiral arms.
 
One advantage to using "subspace" lanes or whatever is that you can rearrange the map however you want. There's no good way to put 3D space on a 2D grid anyway, so just decide which stars you want to be connected and put them next to each other on the map. For Freespace, I was rearranging the map so that all of the canonical subspace connections could be laid out correctly, rather than directly copying the "locations" of the star systems.
basically I'm saying make the map log(ist)ically, not geographically (cosmographically?)
 
RedAlert,
Yeah, I used a lot of Wikipedia articles to find which stars were closest, and, as I explained before, to find out what we believe systems were composed of. Actually I used these two maps for most of my mapping. I only chose some systems because I wanted this scenario to be limited, and because I will reuse some systems, albeit not as large, in upcoming scenarios.
Here are a few different maps.

You could help, if you happened to know of data on systems in other spiral arms.

Finding some systems should be simple enough for me to do, but my main concern is which systems to give you. That is, which systems would roughly match up with the position of the systems you have placed on the map.
So the first thing I need to know is: Is your map based on celestial or galactic coordinate systems? The maps you linked to appear to be based on galactic coordinates, so I assume yours is as well. This would make more sense, I think, given that you are including a couple other spiral arms. I also assume that south is the direction of the galactic centre in your map - correct?
I think the question of scale is essentially thrown out the window given that you have local systems and other spiral arms all in the same map, so I'm not so worried about the distance of these systems so much as the direction.
Since you are striving for accuracy when it comes to spectral types, I would be interested in knowing the colour of the stars you placed in the other spiral arms on your map, so I could find stars for you with matching spectral types. Or else I could always find you some stars and you could simply replace the ones you placed as necessary to match what I find.

Then again, you could just do what Weasel Op suggests and forget about all that stuff! I could well be making things a little too complicated here.
 
RedAlert,
I am mostly trying to find systems in the near Sagittarius and Perseus arms.
Since I have no astronomical expertise whatsoever, I'm not sure what you mean by celestial or galactic coordinate systems, but since I'm essentially abandoning scale, I wanted to try and fit a whole galaxy in the last scenario, so some such galactic coordinate system will be used for all of them.
And yes, south in my scenario is towards the galactic center. And yes, I agree that direction is the most important thing. I want systems that are farther away from the galactic center to be 'away' from the player.
I'll update some screenies to show you what I came up with, and any suggestions for famous stars and such will be greatly appreciated.
 
Are you sure the AI can handle the "naval" units in a fair way? Why not use mountains instead of water? Wheeled would keep land units out of space, and you could still use impassable and different MP to make travel lanes.

Just a though- but it could help keep the AI from being laughably easy to beat.
 
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