Imperium Universalis

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
You know the basic rules. Be polite and mature about things. Gracias! :)

Theme

Imperium Universalis follows various civilisations in a large sector of space, all following that primal dream - to make a better life for themselves and their citizens, including at the expense of other civilisations.

The concept of soft power has always been one I admired, but I have failed to perfect it. But, will this finally be the one?

Your leadership will determine whether your empire flourishes, or withers. Militarism and expansionism will only get you so far; you must seek out alliances, trade, and opportunities if you are to dominate the galaxy. Will you have the adaptability to build a civilisation no one can ever hope to match, or will you become another footnote in the history books?

Starting Out

The universe map is a 10 x 10 grid. Each square on this map of 100 squares is its own solar system, and each solar system can have anywhere from 1 - 10 planets. In other words, the universe can be anywhere from 100 to 1000 planets large! Each planet, furthermore, is divided into zones... and can have anywhere from 1-5. So, 100 * 10 * 5 = 5,000 provinces that can be taken over.

Players will start by choosing a solar system. The system will then be created at random - as all systems are when they are discovered!

Every starting system gets 6 planets by default, all of which are under the player's control. The total number of zones in the starting systems can only number between 25-30, to add some luck yet not screw anyone over too much.

Be as detailed or as vague as possible about your state... all you need to give is your Empire's name and which square you desire as your home base. Your capital/home world will be selected from amongst that solar system's planets, orbital guns placed to guard each of the worlds, and free armies dispersed in each colonised province/zone.

In your nation bio, feel free to include whatever you want - your race (or races), culture, government, capital, currency, economy, military, etc... whatever your heart desires. As much or as little as you wish.

Expansion

While you start out ruling your entire system, there are 99 others out there waiting for your intrusi- er... discovery.

You are given 5 Expansion Points - XP - per turn. They cannot be banked or traded.

Go in any direction you so choose, but be warned... every exploration costs 1 of the 5 XP you are allotted in a turn, and it costs 2 XP to establish your first colony. In other words, you get 3 shots before choosing a colony. Once you have established a colony, that solar system can be expanded into at a charge of 1 XP per zone, but be warned! That zone will be part of your "Sphere of Influence" - meaning it is one of the 5 max solar systems you can colonise without incurring revolt risk. So if another person colonises it... well, have fun!

Once you have at least one zone in 5 different systems, every zone outside those 5 adds +0.5% to your revolt risk. For aggressive states, this adds up quick, and will cause the collapse of your empire if not managed right. You could go 1, maybe 2, systems over your support limit, but any more and you are bound to implode.

Any planet you discover, you are free to name and describe as you wish. Anything you don't describe will be instead described by the GM.

NPCs

The love/hate factor of many a forum game.

NPCs are small states that can be encountered in new systems; each planet has a 25% chance of being inhabited. They control their entire planet and expand at a rate of 25% of whatever they own or 1 zone, whichever is more. Their pitiful space programs cannot compete with yours by a long shot, but if enough of them banded together...!

NPCs can be taken over, traded with, allied with, or ignored at your leisure.

NPCs do, however, have a deterrent against aggression - they are given Army 2 at the start, every single one, to make rapid conquest of them difficult in the early run. However, the small states are generally peaceful, so you need not be concerned with such a thing.

Planet Stats

As a bonus, every planet is given its own section in an offline database that is attached to every update. It will primarily be for fun, and allow roleplaying depth for those who read it or make additions!

Income and Economics 101

Nothing quite like piles of gold. Especially easy to calculate piles of gold.

Every zone generates 1 gold per turn for simplicity purposes. What you spend it on is up to you.

You can trade with new states you meet, but are limited to five agreements, and this is throughout the entire game. Trade gives you +50% of your friend's income. States located in zones along the trade route receive 50% of the trade's value! This allows little states to not be left too far behind.

Economics Tech increases your income by a percentage; this is rounded up. Trading also increases your income by half of your partners'. You are limited to 5 trade agreements total, and any state on the trade route gets 50% of the trade route value, allowing rich merchant republics to sprout up.

Technology

Tech is divided into 4 branches, and it's up to you to prioritise them; attempting all at once will only lead to ruin.

-Economics. Increases your output by 20% for each level you have, up to 100% for all 5. Every level costs 100, flat, to reflect exponential growth. So, it will cost 500 gold to fully max this out.

-Transportation. 4 levels, each costing 50n. Maxing out costs 500 gold. Each level allows you to move one more solar system, so you can move halfway across the game map if you have Transport 4! Likewise, each Transport level also allows you to colonise and negotiate that distance away, so Transport 4 allows colonies 5 systems away, contact with states 5 systems away, and your fleets to move that far as well.

-Military. 5 levels, each costing 50n, so 750 to max out. Each level gives you +1 in combat. And since this game has rolls on a scale of 1-10, this is important! Every military also adds +1 to your support limit for every zone you control.

-Civics. Effectively a measure of how evolved your state and its integrity is. 4 levels, each costing 25n, so 250 to max out. Every civics increases how many systems you can control without incurring revolt risk by 1. So, maxed civics means you can control 5 of the 100 systems. Soft power is your friend!

In total, it costs 2000 gold over the course of the game to max out all techs, but assuming 25 zones in the first system with 15 average in the other 4, you have 85 gpt, you can have all techs in 23 turns. While it will take a few turns to reach 5 systems, you also have trade, and of course, random goodies I will drop on you!

Diplomacy

You can negotiate only with adjacent systems by default, but Transportation technology increases this by 1 with each level; Transport 5 lets you negotiate 5 systems away. If your ranges touch, you are automatically in contact - i.e. two states on opposite edges of the galaxy can negotiate if each have tech 4, since both can reach halfway across the galaxy.

War can be declared at will, but keep in mind that means all players can freely contain your aggressive motives.

As casus belli no longer exist, alliances and defensive pacts are no longer hard-coded and are entirely roleplayed. However, the GM reserves the right to send nasty things your way if you try to create a huge alliance bloc to dominate the galaxy! :evil:

Non-Aggression Pacts are pledges to not attack eachother for ANY reason, even honoring another agreement, and incur 10% revolt risk if broken for the duration of a conflict that breaks one. They last for as long as specified or, failing that, a default 5 turns.

Trade gives you 50% of the recipient's income, and they get 50% of yours. States along trade routes get 50% of the value of the route added to their income to reflect the boost in their own economy from such a profitable route. You can only have 5 trade agreements, so choose wisely! Cancelling them will be remembered by NPCs.

Client states are the last hardcoded diplo feature. These states, normally small, vulnerable states seeking protection or rump states left from a war, send you a portion of their income in exchange for your protection, and you in turn also project influence over them. You can collect 10, 20, 30, 40, or 50% of their income, with the amount reflecting the chance they will break away from you if you are attacked, declare war on you if you are attacked, stick by you (if they have a realistic chance of winning), or accepting annexation.

To make it simple - 10% tax rate = 10% chance of breaking away if you are assaulted; successful break aways will have that tax rate be matched by a percent chance of attacking you (10%). The client will militarily support you if you've had good relations + they actually stand a chance. Annexation chance is half of the difference between the tax rate and 100... so, 10% tax rate means a 45% chance of annexation; 50% tax rate = 25% chance of annexation.

Integration, known as annexation by some bleeding heart hippies in the "loyal" opposition of your government, is the act of absorbing another state into your own. Everything they own becomes yours, their armies, territories, and any tech they had superior to yours. States you have been good too are almost guaranteed to accept this, states you have abused will almost always reject it!

There is also armed annexation, where you completely conquer a foe. You receive half their tech if you fought them singlehandedly, or you receive a share of their tech proportional to however much of their empire you control.

War

War does not require a CB like in previous TF games.

Combat is described below.

When you annex a state, you get varying amounts of tech depending on the situation - half of their total tech value if you went it alone, but proportional to how much territory you took if you had some partners. You cannot sell provinces you will capture like in previous games, to make sure wars are drawn out.

Any claims you make during a turn of aggression are void. If you are attacked, you can still claim for that single turn, but may make no more after that!

Armies and Combat

Combat is determined by RNG on a scale of 1-10. Ties are automatically considered won by the defender, Risk style.

As for the actual combat, there will be three tiers.

First, space fleets attack eachother and try to overwhelm the other. Loser retreats and loses their move, victor moves into position.

Second, space fleets do battle with orbital defenses if applicable. Elimination of the guns opens the path for an actual invasion.

Third, any troops on your fleet land on the planet surface, and do battle with whatever your enemy has present. Victory there = planetary takeover.

Now, re-assembling a fleet is a pain in the behind, logically, so it's a wise idea to keep a large space navy, because if it goes down, you are rendered effectively defenseless.

Fleets, armies, and gun platforms all cost 5 gold to build and count as 1 towards your support. Going over your unit support incurs -1 gold per turn as maintenance.

Orbital guns are limited to one for each zone on the planet, i.e. a three-zone planet can have 3 Orbital guns. Orbital guns are defensive in nature, but in later generations, could possibly gain another use...

Superweapons will be introduced at a later time and detailed then - superweapons primarily will lay waste to entire planets.

Espionage

A soft power-based game wouldn't be complete without subtle ways to change the game. Every spy action has a discovery chance of 10% with varying success rates. Discovery means that opponent will be angered with you, and may even declare war!

You get one spy action per turn per rival/enemy.

-Assassination. 30% chance of success. NPC targets only. The assassination will make the state more receptive towards you as you exterminated an opponent, but if discovered, will instead make the nation more hostile.

-Revolution. 20% chance of success. NPC targets only. The state will undergo drastic socioeconomic change, such as the birth of the USSR or Islamic Revolution in Iran. Things may or may not improve relationship-wise... the fall of the government ushers in a new era, where the government may seek closer ties or even client status, or possibly become more hostile towards you for historical reasons (Fascism) or re-possess your property in the name of nationalism (Communism). A revolutionary state won't change for a while, and so, your friendship (or lack thereof) will be fairly long-lived; the government can't change for 4 turns!

-Coup. 20% chance of success. NPC targets only. More risk equals more reward; the shift in government creates a more favorable political climate. The state will likely appeal for client status and request aid to maintain its power, either through brute force (dictatorship) or electoral fraud (democracy). The government has a chance of changing in 2 turns, depending on how much support they've received from the original benefactor to keep the populace at bay.

-Sow Discontent. 20% chance of success. Your agents work to increase the unpopularity of the government, trying to force them out of office by ballot or bullet. Raises Revolt Risk by 10% for the next turn!

-Embezzle funds. 20% chance of success. Your opponent loses 10% of their income!

Events

Events are primarily boosts to income... or drops in it. They add variety.

This can vary from economic booms/recessions...

...to space piracy, where a trade route is terrorised by pirates and as such, the income garnered from it shrinks, or vanishes entirely!

Revolt Risk

The last bit of icing on the cake. In short, your populace is generally satisfied but some things tick them off. The list is simple, so keep an eye on it.

-For every zone you own that's not part of a solar system considered in your SoI, you get +1% RR. So, if you are at Civics 5, but have zones in 6 solar systems, that sixth solar system's zones will add to your RR.

-If your capital falls, you gain +10% RR as your people desire peace in a war that's too close to home.

-Breaking a NAP nets you +10% RR, even if it was by honoring another agreement.

-Sow discontent, if successful on your soil, grants another +10% RR.

Since none of these are mutually exclusive, you can find yourself with a colossal RR if you're not careful.

If your RR triggers, that percentage of your empire will break away. Rebels come in all sorts of flavors and will vary based on the situation - they may want a new government(incapable of negotiating with them) or their own country (negotiable). Sometimes, they may just be protestors to your current war, so ending it will make most of them fizzle out. Of course, your opponent knows that and will likely ensure peace isn't cheap!
 
The Map

Spoiler :
imperiumuniversalis.png


---

From here, choose a quadrant (A1, B3, etc.) and detail. I will then determine that solar system's stats and you will start out in full control of it.

As a template of what you can make:

Name: Kidna'i Empire
Color: Red
Quadrant: E5
Demonym: Kidna (single person), Kidna'i (Plural)
Government: Theocratic Republic

Politics: The people elect a legislature and the clerics, who jointly elect the Nerjik, a supreme cleric who holds full control of the state apparatus unless he is recalled by joint vote of both houses.
Culture: The people are deeply religious and rarely question the Nerjik. As such, the Nerjik's checks on power are very rarely activated, allowing him to reign unquestioned.

Race: The Kidna'i are insectoid, tall, lean creatures wih reptilian eyes. They appear to be masculine, given their deep voices and ample musculature. They have the ability to reproduce due to being able to produce genetic material from what we'd consider the two sexes. They seem stronger than many because their planet's gravity is several times that of Earth's.

What is most peculiar is their feeding habits. Dreadlock-like tentacle appendages hang from their heads, usually about eight. While their mouths open and close, they appear to be defunct; they feed by stabbing their prey with the dreadlocks' sharp ends and sucking the prey dry from the inside. This absorption process sometimes increases their prowess in a particular talent or skill, based on what the prey had...

There used to be two races on the Kidna'gun, the Kidna'i homeworld, in a time long since forgotten. The Kidna'i defeated this race and systematically absorbed them, and as such, are able to contort their bodies into a less menacing, some would say almost adorable version of themselves.

What would happen if the Kidna'i encountered more sentient races, however...?

---

I think I did good enough. Feel free to post!
 
I have two faction ideas, but they're both mutually exclusive and play radically different! GAAAAAH!

edit: Meh, screw it, I'm gonna go with the one I know better. Bio post upcoming. Remember, kids, if the host double posts, you can too!
 
Holy State of Vesanus​

The Planet and its history: Vesanus was a small, iceball of a planet on the outskirts of known space. The animals and plants that evolved there are known to withstand the harsh cold, and the high winds. Among them, the dominant sentient being began to unite the planet. The Kimidi, a being like an ape on Earth, but with much more fur, and would burrow underground was the race that saw the unifacation of Vesanus.

Demonym: Kimida (single) Kimidi (plural)
Colour: Cyan
Quadrant: J10
Goverment: Theocracy

Politics: The High Leader is the "monarch" of the Kimidi race. He is elected from the Council of Kurdo (see religion) and serves for life. The be nominated for High Leader, you must have been on the Council for 10 years, and have proven yourself as an able leader.

Religion: The religion of Vesanus is called Kurdoism, a one centered around the beings called the Elder Gods. The Elder Gods were to have said to make the entire universe, and chosen the Kimidi as their people. To make sure they keep an eye on Vesanus, the people perform kimidi sacrifices, which involves cutting out their heart, and then burning it alongside the body. The Council of Kurdo work to make sure the gods get their proper sacrifices, and judge if population needs more.
 
Autobots
Autobotsymbol.jpg

Color: Red
Quadrant: C6
Demonym: Autobot (s), Autobots (p)
Government: Democracy
Leader: Optimus Prime

The Autobots are always led by a Prime, the holder of the Matrix of Leadership, an ancient artifact dating back to the days of the first Transformers. The Matrix contains part of the essence of Primus, the creator of Transformers. The Autobots have attempted to always govern with peace in mind, but in recent years, Megatron and the Decepticons had... okay, they started a war. Blah blah blah watch the G1 series and Beast Wars. The point is, the Autobots won! Yay! And I'm making it so Prime never died the first time! That's right, kiddos, Unicron is still an unknown variable, so if he ever resurfaces, blame tf. Oh, or the Decepticons. Just because they were defeated doesn't mean they're gone *coughstarscreamhasanimmortalsparkcough* And let's not forget the Quintessons!

Wow I got off track.

Point is, I'm the Autobots. Go read the Teletraan I article if you don't feel like watching a bunch of giant robots beat the crap out of each other.
 
57531755.png


Relevant! The Kidna'i as I perceive them. Can you guess the inspirations?

Those fist-spikes aren't just for show either; they're technically fangs!

=== Start Positions! ===

Quadrant E5 - Kidna'i System

25 zones

Quadrant J10 - Vesanus System

30 zones

Quadrant C6 - Autobot System

26 zones
 
I can guess, but I really don't want to mention what comes to mind.
 
Name: Pop Star (Planet Name) Dream Land (Country Name)
Color: Pink
Quadrant: C4
Demonym: Dreamlandian
Government: Absolute Monarchy

Politics: Whatever King Dedede does is law. The only check and balances is a Batamon, Kirby (Sometimes assisted by Meta Knight, but usually Meta Knight acts alone). He used to be a tyrant, but Kirby's constant raids has made him benevolent to his people, with him, the two Batamons, and his Waddle Dee army keeps the peace from the eldritch abominations that always come on Tuesdays.

Race: There are many different races in Pop Star. Here a few.

Spoiler :

WaddleDee.jpg

A Waddle Dee

Waddle Dees make up the forefront of Dream Land's army. They all live in close proximity to the King, and they live to serve the King, making up the entire army. They are completely loyal to him to the death. A sub-species is the Waddle Doo, who have one giant eye, which they can shoot bursts of electricity from.

250px-Waddledoo.png

A Waddle Doo

125px-Cappy2KCC.jpg

A Cappy

Cappies are the main race of Pop Star. These mushroom-like creatures are really average joes, with nothing special about them. They don't particularly care either way about Dedede, who they sometimes outright ignore.

250px-Kirby_KSSU.png

A Batamon (Yes, I know what the Kirby's Species are. I'm that big of a Kirby nut. I don't see you making fun of Tanny!)

The Batamon are an all male species, but since they are pretty much immortal age-wise, no one knows how they came around or how they reproduce but themselves. They are known for their voracious appetites, which leads to something known as Copy Ability. Sometimes, when they eat something, they might gain a particular power related to what they ate. The most powerful one is noted to be Tornado, followed by Hammer, then Fighter.

200px-BrontoburtKAR.jpg

A Bronto Burt

Bronto Burts are like a pink Waddle Dee, but can fly. They are the most numerous flying species; it is a rare sight not to see them in the sky. They are nomads, never settling in one place, and generally live only with their nuclear family.

More species await description, but these are the most common. The Kirby Wiki has them all!


Religion: No one gives a flying whoop about religion. They're pretty much in a Dream Land (Pun intended)!
 
I'm so tired that I could be mistaken for a stoner right now, if anyone's wondering why why bio got off track like 4 sentences in, instead of the usual 8.
 
Name of Planet: Terra Sacra
Name of Nation: Chronosa
Quadrant: F7 EDIT: F4 to avoid conflict with Mathalamus
Demonym: Chronite/Chronites
Government:Regula Non (rule by none) - a term for government which is basically non-existent. The ambassadors are in charge of foreign policy; however, all Chronites are responsible for their own actions.
Politics: N/A. See above.
__________________________________

Background: The Chronites are a peaceful order of monks, or hermits if you like, dedicated to the study of time and history. Without exception, Chronites consider life sacred, and killing is seen as the worst possible evil.

Barring death by a fatal wound, Chronites are immortal.

For many Chronites, this is more of a curse than a blessing; however, Chronites' views on life prevent them from killing themselves. Because of this, Terra Sacra is becoming overpopulated, and the recently built Vox Forte spacecraft is being used to seek new star systems to expand to.

Only time will tell if the Chronites will succeed in their quest.
__________________________________

Religion: The Chronite religion is based around time. They keep most of it a secret to all but themselves, including the name of their deity.
Flag: The Chronite flag is white with a black tree in the centre. (I may post a pic later)

I think that's all. Oh, if we claim colours, I'd prefer white.
 
Pop Star System gets 30 planets! We be gettin' Dreamland munneh! Dreamland munneh!

And a WIP map!

imperiumuniversalis.png


An example of what the Encyclopedia would look like; it's obviously a WIP. Only the Kidna'i entry has any actual info.

Imperium Universalis Planet Encyclopedia

Spheres of Influence

Kidna'i: E5,
Vesanus: J10,
Autobots: C6,
Dream Land: C4

Solar Systems

(Planets are always listed from the uppermost clockwise)

A1 -

Spoiler :
Notes:

Planets:


A2 -

Spoiler :
Notes:

Planets:


A3 -

Spoiler :
Notes:

Planets:


C4 - Dream Land System

Spoiler :
Notes:

Planets:
Pop Star - Capital of Dreamland


C6 - Autobot System

Spoiler :
Notes:

Planets:


E5 - Kidna'i System

Spoiler :
Notes:

Planets:

Son - Frozen, extremely powerful winds; economy based on raw materials harvesting; site of high security prisons due to harsh conditions
Myx - Gas giant; cities built to harvest gas and stay high above the sky. Tourism and hydrogen-based economy.
Naga - Rocky, harsh world, minimal water. Common training ground and resource harvesting site.
Kidna'gun - Temperate, capital of Kidna'i Empire. Diverse, information-based economy.
Meda - Manufacturing world, heavy pollution; primarily mechanised
Jatu - Temperate, diverse economy; heart of many research projects.


J10 - Vesanus System

Spoiler :
Notes:

Planets:
 
J10 - Vesanus System

Spoiler :
Notes:

Planets:
Vesanus: Cold, high winds. Most income comes from mining, and tourism based on pilgrimage.
Wendis: Ocean Covered Planet. Most income comes from fishing, and harvesting kelp.
Furiesa: Extremely hot, orbits close to the sun. Cities are located underground, with shields to stop the heat. Most income comes from Solar Power.
Sisle: Cold, high winds. Heavy populated, and industrialized.
Buron: Gas Giant. Cities are built so they float in the atmosphere, collecting needed gasses.
Cecon: See Buron.


Filled it out.
 
Milky Way Wishes- An Exploration of Pop Star's Solar Systym


Here it is!

First, a little introduction of how inter-planetary rule works. King Dedede is, well, King. But the only planet he controls directly is Pop Star itself. The other planets are ruled by lackeys that he put into power. They act like governor-generals, making rules to their own planet, and having to follow Dedede's rules.

NOTE: Planet Order is done by the canonical path Kirby takes when he visits each planet in Kirby Super Star, NOT the order from the distance from the Sun (Not shown on map, in fact orbits Pop Star)

Planet 1- Pop Star
The Large Star-Shaped Planet on the Left

I'm just going to give you a link, because this planet is huge

Planet 2- Floria
The Green Planet that looks like a muffin

This planet at first looks like the closest to Earth. Nice, lush greenery, with ponds and lakes, and very pleasant all around. However, spending just two days show it is anything but. The seasons are rapid, with a single day passing leads to a whole new season. The denizens, however, have learned to cope with it, and Floria is actually the most populated planet outside of Pop Star due to its somewhat pleasantness. Whispy Woods is the Governor-General of this area, and occupies a region that is Fall all week long, the only such on the planet.

Planet 3- Aqualiss
The Blue Marble

This planet is covered mostly with water, with island chains dotting the surface. Most of the denizens of the planet are in fact the sentinel aquatic species back on Pop Star. However, land-based life does exist on the island chains. Fatty Whale is the Governor-General, living in a large underwater cavern.

Planet 4- Skyhigh
The light-blue planet surrounded by clouds

This planet has literally got no core or ground in general. It is a heaping mass of atmosphere that somehow was able to form into a planet. The planet is covered with thick clouds, which serve as a substitute for ground. These clouds are different from normal clouds as they do not vanish once they precipitate. To this day, Skyhigh remains an enigma to scientists everywhere. Kracko is the Governor-General, floating among the clouds.

Planet 5- Hotbeat
The Red Planet I wouldn't be surprised if you thought it was a miniature star

This planet resembles Earth when it first formed; volcanoes and lava everywhere. The planet is so hot, that surface water simply can not form. However, Hotbeat is rich in resources, so an extensive mining and industry sector is on the planet. Few others than the volcanic species live on this planet. Chameleo Arm is Governor-General, living in a ruined, ancient temple (The only sign of pre-colonisation life outside of Mecheye)

Planet 6- Cavios
The drab green planet that kinda looks like a grenade

The surface of this planet has a toxic atmosphere, so nothing can live or grow on it. However, the toxins are naturally filtered through the rocks, so the extensive underground caverns in this planet are safe to live. Thus, the entire civilized planet is underground. Wham Bam Rock is Governor-General, who lives in the hollow center of the planet.

These are the "official" planets, according to the International Universe Committee. However, Dreamlandians consider 3 other objects to be planets.

Planet 7-Mecheye
The Planet that looks like a crown

This planet is an old outpost from an ancient spacefaring civilization long past. Dream Land has seized it, and renovated the outpost so that it could support life like it was a planet. It is 100% manmade and industrialized; anything not on Hotbeat is almost guaranteed to be on this. Mecheye is also still a major outpost of the Dream Land army, and is still technically an outpost, although it is looking outward to space, not inward to the planets. An old war machine "Heavy Lobster", built by Meta Knight, serves as "Governor-General"

Planet 8- Halfmoon
The weird blue-grey mess

So called because, while it cleared its orbit, it is only a size of a moon. This planet is, well, weird, to say the least. It is always what humans would call "nighttime", regardless where you are. Heavy winds prevail, and can blow from every direction, including straight up or down! The planet is also covered in a dense jungle. Unique to it is a cluster of star-shaped matter, which can be walked on. Halfmoon is covered with these. No one knows who the actual Governor-General is. He is simply known as "The Virus", and converses only on the computer, never meeting one person directly.

Planet 9- ??? (Often shortened to just ? in conversation)
The light-green speck between Skyhigh and Cavios.

Don't worry, ??? is not a placeholder, but its actual name (Like Newfoundland). The planet was historically the last to be discovered due to the extreme smallness of it. Some debate is going on if it should even be called a planet! It too is covered in the jungles that covered Halfmoon. In fact, it is the same species, leading scientists to think ??? is debris from a collision that created Halfmoon. Also unique that it is not part of Dream Land. In fact, the planet is a safe haven for criminals to live, outside the jurisdiction of any law. King Dedede is simply too lazy to invade the stinking planet.

EDIT: EPIC CROSSPOST!

I worked hard on this post, so I'll keep it up. But meh, I'm okay with just the default round planets and small snipit descriptions.
 
No worries Omega, I made sure to factor six of the planets you listed into the actual file... though I linked your page as well for the fully RP-based, rather than hardcoded, system. I used the leftmost six plaents, with Pop Star matching up to the planet I drew to look like Kirby.

Imperium Universalis Planet Encyclopedia

Spheres of Influence

Kidna'i: E5,
Vesanus: J10,
Autobots: C6,
Dream Land: C4

Solar Systems

(Planets are always listed from the uppermost clockwise)

A1 -

Spoiler :
Notes:

Planets:


A2 -

Spoiler :
Notes:

Planets:


A3 -

Spoiler :
Notes:

Planets:


C4 - Dream Land System

Spoiler :
Notes: Full details at http://forums.civfanatics.com/showpost.php?p=10644992&postcount=13

Planets:

Halfmoon
Cavios
Skyhigh
Pop Star (Capital)
Floria
Aqualiss


C6 - Autobot System

Spoiler :
Notes:

Planets:


E5 - Kidna'i System

Spoiler :
Notes:

Planets:

Son - Frozen, extremely powerful winds; economy based on raw materials harvesting; site of high security prisons due to harsh conditions
Myx - Gas giant; cities built to harvest gas and stay high above the sky. Tourism and hydrogen-based economy.
Naga - Rocky, harsh world, minimal water. Common training ground and resource harvesting site.
Kidna'gun (capital) - Temperate, capital of Kidna'i Empire. Diverse, information-based economy.
Meda - Manufacturing world, heavy pollution; primarily mechanised
Jatu - Temperate, diverse economy; heart of many research projects.


J10 - Vesanus System

Spoiler :
Notes:

Planets:
Vesanus (capital): Cold, high winds. Most income comes from mining, and tourism based on pilgrimage.
Wendis: Ocean Covered Planet. Most income comes from fishing, and harvesting kelp.
Furiesa: Extremely hot, orbits close to the sun. Cities are located underground, with shields to stop the heat. Most income comes from Solar Power.
Sisle: Cold, high winds. Heavy populated, and industrialized.
Buron: Gas Giant. Cities are built so they float in the atmosphere, collecting needed gasses.
Cecon: See Buron.
 
No. The planets should be, in order:

Popstar (The Kirby one)
Floria
Aqualiss
Skyhigh
Hotbeat
Cavios

Any other way is not allowed. :p

Remember: Planets are classifed not by order from Popstar but by the path Kirby took when he awoken NOVA. Plus, Halfmoon isn't nearly as big as a planet as a Hotbeat is.
 
It's ordered that way because that's how it aligns with your map. :p I suppose I could move the Kirby-esque planet towards the upper right corner (as on the Encyclopedia, planets are ordered clockwise), but that's so much work when I already did it this way. :p
 
It's ordered that way because that's how it aligns with your map. :p I suppose I could move the Kirby-esque planet towards the upper right corner (as on the Encyclopedia, planets are ordered clockwise), but that's so much work when I already did it this way. :p

I knew the post wasn't clear...

All I'm asking is that the planets be re-aranged to fit like above, if the Kirby planet was first, and went clock-wise. I know that's not how they're supposed to be arranged. If the left-top is first, and it goes Clockwise (Which I think is how its supposed to go), then I want this:

Aqualiss
Skyhigh
Hotbeat
Cavios
Pop Star (Capitol)
Floria
 
As you wish then... :p

Skyhigh
Hotbeat
Cavios
Pop Star (Capital)
Floria
Aqualiss

Changed to that order so it matches up. :)
 
JhKun.png


All the names I could think of. Meh.

Also, it'd be nice if Gigantion (which I mispelled) was a bit bigger.
 
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