IOT: Great Journeys [Sign-ups and OOC]

Final question: When you say 'detail the system's environment', what exactly are you looking for? I'm assuming it's not the same thing as planet types.

They are for our purposes the same, actually.
 
How 'bout yellow?


IOT_GJ_map.png


When the Concord arrived, they stood no chance. The alien technology was centuries ahead of anything they could field, and after a few ill-advised skirmishes, governments conceded defeat. The occupiers were not malicious, merely misguided: their solution to the factional strife of the planet's politics was to segregate identifiable communities and move them into colony ships, with the intent of relocating them to their own sovereign worlds. Yet even as the Concord provided them with the means of survival, they still had to fight for paradise: multiple factions converged on candidate planets, battling each other with robotic armies through a doctrine dubbed Mechanized Assault and Exploration. While the rest of the population was placed in stasis, the strongest and most cunning individuals were preserved for hyperspace travel by having their brains removed from their bodies and uploaded into the command interface of the 'siege ships' as the M.A.X. Commanders. And so it went for years; some factions successfully settled down, others remained adrift, but none could ever break free of the Concord's shadow.

Somewhere along the line, the machines got clever. A network of planetside research facilities created a feedback loop that produced a crude digital consciousness. Successive efforts at improving the project resulted in an artificial intelligence competent enough to replace the M.A.X. Commanders, preserving those individuals for the colonization effort. Mechanized Command, or 'MechComm', became an entirely closed loop, and siege ships began to be thrown out as fast as they could be assembled. Within a few years, expansion was outpacing colonization at a rate of 3:1, and each cycle further refined the A.I.'s capability. Freed from the personnel cost, factions started experimenting with intergalactic travel at the same time MechComm was beginning to resemble their own social structure. But the horizon was farther than they thought, and they soon enough realized that even if the ships survived the journey, they would be too far removed from practical radio contact to make effective use of the figurative beachhead.

One such siege ship arrived in the Milky Way Galaxy. Its programme self-aware and emancipated from factional allegiance, it has the unique opportunity to implement the M.A.X. Doctrine entirely for its own ends: Explore, Discover, Build, and, if need be, Conquer.
 
He did if you bothered to look.
 
The Founders: A Cultural Overview

The culture of the Founders is rooted mainly in the Ascended. Since they themselves were unable to develop much of there own culture before the Ascended came they were easily molded by them and much of there original culture was lost. However because of the interference of the Ascended the Founders were able to develop a brand new culture.

Religion/Government
The worship of the Ascended is central to the culture of the Founders from politics to warfare it shows up even in everyday life. The government by many can be considered a theocracy, but in reality it more of a council of elders. The Council is made up of the most intelligent and learned of the Founder race. These people serve as both the spiritual and political leaders of the species. Many Democratic societies would see this as a near dictatorship but instead of rule by one man, it is a council of many. However since the council is made up of the most intelligent of the Founder race they have self kept the government removed to just government needs.

Society
The society of the Founders is very much based around helping out one another for the good of all. If you own a small business and someone needs a job then you will give them the job, if your friend is out of luck and needs a home then you will let them stay at your house until they can get back on their feet. The same goes the other way, if you are an employee and you know you are hurting your employer more than you are helping them then you should remove yourself from his company instead of making your employer fire you, or if your friend is kind enough to let you stay at his house you should help him with housekeeping and be looking as hard as you can to be independent. This makes for a near perfect society, with very little crime, however the Founders are also very honorable, which helps cement this idea of help and be helped, it is also very dishonorable to be in the debt of another this causes many people to seek for work even faster and has created a near debt less society, and while most of the time if you need something you will trade with another one of your items that they need however a system of currency is set up for interacting with other governments and in the case of when you don't have something that some one else wants.

Cuisine
Food is very important to a Founder, they have, debatably the best sense of taste in the galaxy. Along with the basic act of consumption for survival food has shaped pre and post Ascended Founder society, as their multiple limbs and advanced brain require more calories to work. One Founder Meal would provide enough calories and nutrients for one average human for a day. The variety of founder food is only surpassed by Human cuisine because of their mixing and matching and fusing of cultural tastes.

War
The basic culture of war started with "The War in Heaven" between the Ascended and the Fallen. With the Ascended on the Defensive the Founders had to fight for their freedom, and their gods. They developed advanced very powerful weapons to obliterate there enemies in one swoop, along with having to fight a guerrilla war against the Fallen to make sure of their survival their weapons were designed to be able to be moved around easily. This "Glass Cannon" warfare has stuck with the Founders from the beginning. There ships are designed to move on a dime and are very fast. Along with their mobility their weapons pack such a powerful punch that it can tear a hole strait through a much more heavily armored craft in a second. Their most powerful defense is a very thin layer of shielding and very little armor. All of there weapons are also very ceremonial many being doubled as both a melee and a ranged weapon. With the basic infantry wielding spears that fires a very powerful plasma laser out of the shaft. The complexity of the weapons and ships make it near impossible for one humanoid to wield the weapon as many of them require the use of all four arms.
 
Alright, here the deal. I don't much like how not-diverse these economies are, so I decided to have three economies available to certain species each, which also sheds light on some of the mechanics of the game. Simply choose one if you are eligible to; the only ones that aren't are hive-mind insectoids(there is now a difference between hive-mind and individualistic species of insect) and synthetics. Read below for details. If you forget to post which you want, I'm sure I can gather most of your economic standings based on your roleplay information. With this out of the way, I will begin to make progress on update-1 stats and the story summarizing the galaxy with it. I hope to get it up by this weekend.

If you feel the below explanations still are not enough, simply ask me questions.

Economy
When you think of economy, you’ll probably start thinking about how our world works- monetarily based. I want you to kill that idea with a sledgehammer. When you think of economy for this game, you have several things to think about. But, let’s talk about the one we’re most familiar with so we don’t give you a headache too fast.

Spoiler Monetary Economy :
Monetary economies are economies based on currencies. They are the only economies to make currency and make use of it domestically. Most of you know this one as just about the only type of economy used around the world. This economy is only usable by Aquatic, Humanoid, and non-hive Insectoid species.
The supply of useable money your government generates is based on the quality of your infrastructure, how many units of resources you produce and the quality of such resources, and how much development (such as starship production, construction, research, etc) you did the previous turn. These variables wind up producing your monetary income, which you can then use domestically to continue to expand your infrastructure, build more ships, research more stuff, etc or use as a medium for trade, which can lead to galactic use of your currency. Mind the fact that your currency is only as valuable as your goods and services to non-monetary economies. Others will view your currency as literally nothing if you have nothing to back it up with, be it research, resources, quality ships, or whatever your species’ shtick is. All currencies will be compared to a base currency- a currency not actually in the game but will practically measure all other currencies. It’s simple; a unit of the base currency holds the value “1”. A unit of a currency with high inflation, representing a failing economy, would be worth less than 1 unit of the base currency, probably something like .2 in a really bad case. A unit of currency worth more than the base would similarly hold a value greater than 1, a very good one being something like 1.7. That’s pretty much it in a nutshell.


Spoiler Manpower Economy :

These are probably the least obvious of the three. This system is based on one principle: Sustainment. The entire object of this system is to make the largest population with as little resource as possible. Most resources are dedicated to expansion of the populace. This economy is only usable by Humanoids, Plant Life, and Insectoids. Hive mind Insectoids have no choice but to use this system.
Manpower economies only exist to expand. A single system is only so large and only has so many resources, so in order to sustain the largest population as the system demands, you have to rapidly colonize and/or rapidly gather resources. There is no currency to be domestically used in this system. You have to, however, appropriately allocate resources and likely change around what part of the population works on what a lot to suit the needs of sustaining and increasing the population. You manage resources a lot like the other systems, but must more carefully do it; else you might risk the population declining. Managing the population is a bit more in-depth. In order to increase the population… you literally have to dedicate part of the population to mate. The rest will work almost entirely by the directive you give them. Non-hive insectoid species, however, start building revolt risk if population is falling more than rising. Poor management will probably end in revolts and possibly even civil war. Under this system, technological progression is kind’ve stuffed under the bed. This system will likely expand and gather resources the best, but its scientific capabilities are rather terrible.


Spoiler Resource Economy :

These economies rely on efficient resource and manpower distribution to boost progress. They are limited to Humanoids, Aquatics, Plant Life, and is the only economy useable by Synthetics.
This system has the least raw manpower, and so produces the least resources when compared to others at the same technological level. But the point of this economy is to advance in such a way as to outpace the competition in technological prowess. The efficient allocation this economy calls for makes research a priority, so long as the population can be sustained which is easy enough due to having such a small population.


Spoiler Note about Infrastructure :

The infrastructure for different species can be drastically different. For example, while a humanoid will likely have things like highways and buildings inside a life-supporting dome or some such, a synthetic would have no use for life support systems in its infrastructure. So, when one conquers a system initially controlled by another species, resources will have to be spent to change the infrastructure, the price tag dependent on how unlike the species in question is to your own.
 
I believe that the Great ArchFlora should be fine as it already had a manpower economy. As I've also created their method of gate system and their 3 systems they shouldn't have any problems.
 
Indeed, all checks out with you.

I added a not about infrastructure in the OP, check it out if you have time. I also added two more base resources. Quality Metals and Exceptionally Rare Materials can sometimes be found on certain planets detailed in the rules. These resources aren't really all that much better than their less valuable counterparts, but are much better in the creation of new alloys. How they are utilized in these supposed alloys is really up to your research, however. I'm basically happy with everything else in the rules; if you have any questions, ask me any time.
 
I'm going to be using a resource economy. More informaton later.
 
A resource economy would fit best with the current rp i have for my race.
 
My economy in apperance is actually more similar to a manpower one since each factory is specially produced to do a certain task, however in effect it is closer to resource since the nano-swarm can learn quickly but has trouble with large scale infrastructure since its workers are not large scale.
 
Monetary.
 
Monetary economy.
 
Well, I only get the one choice but its the one I would have chosen, ravenous chittering swarm manpower economy.
 
Condottieri Nino Bertrando Nazario, ready to offer his services.
 
Well I added a sentence in the "History of 4A" section to accomidate a new idea I had about the Artificials.

Also, when will this start?
 
Back
Top Bottom