New NESes, ideas, development, etc

Maybe these will help.
 

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Sorry, they are the only ones I have.
 
Here's another block of world traits, these are economic rather than physical like the last batch, and will be written on the map in a different colour. Detecting them in a system will require a ship with sensors.

System Wide Valuables
Metals: Rocky worlds have this by default (and isn't explicit), this trait appears on those icy outer worlds that have sufficient concentrations of material for mining. Having a mine on a metals world makes a whole bunch of construction jobs much cheaper, and boosts your general in-system economy.
Low metals: On the other hand some rocky worlds are nearly entirely silicates, and thus can't be mined for metals. Icy worlds and giant planets have this by default.
Volatiles: Light elements other than the abundant hydrogen are vital for creating and sustaining artificial biospheres, as well as having general engineering applications. Gas Giant, Icy, Panthalassic, and Strong Carbon Biosphere worlds have volatiles as default, this trait is for icy lakes in airless worlds, certain non-living atmospheres and the occasional more complex Jovians. Having a mine on a volatiles world makes farms more effective, and boosts your general in-system economy.

Interstellar Valuables
Heavy Metals: This world has an abundance of heavy and transuranic atoms very valuable in certain high energy and nanotech applications, and although they can be synthesised having a pile naturally available provides a economic boost to all systems connect by trade with a mine here. Co-located with Radiation and/or Toxicity traits. Requires certain levels of Energy to harness.
Rare Earths: This world has an high abundance of light rare earth atoms, which although relatively common in the universe the massive demand for them in superconductors and microelectronics applications makes having a big concentrated source an economic boon for all systems connected by trade with a mine here. Requires certain levels of Materials to harness.
Exotic Gases: Rare isotopes of noble gases, particularly He3, have extensive industrial and scientific use, and the atmosphere or surface of this world has an abundance of them, to provide an economic boost to all systems connected by trade with a mine here. Most often found on gas giants, occasionally on an odd gassy moon or bare surface. Requires certain levels in Propulsion to harness.
Novel Biologicals: The living creatures or odd chemicals of this world provide a number of fascinating substances for medical, environmental or domestic usage, and being connected to them by trade gives your habitats a boost in science production and happiness. Requires certain levels in Biotech to harness.
Ruins: This world is scattered with buildings and junk from another time, be it humans from the Second or Third Age, some alien race or the mysterious Priors themselves, and being connected to them by trade gives your habitats a boost in science production. Requires certain levels in Social to harness. Investigation of ruins can yield technological advances or even artifacts of a near magical technological capacity like the priceless Ansibyl Pearls.

A note on those Ansibyl Pearls (AP), these artifacts of the earliest technological civilisation in the galaxy are the only known means of faster than light communication (the various space transcending drives humans use to get around work at light speed and thus don't violate causality). The indestructible fist-sized iridescent globes work by some unknown function, but there have been innumerable theories and not a few religions based around their low-bandwidth but instantaneous 'transmission' of bits to 'attuned' pearls light years away.
Players start with a handful of these mcguffins each, and more can be found in ruins and hulks. They serve various game play purposes, the main being that you cannot have more system presences and free ranging fleets than you have Ansibyl to make rather less work for me. Secondly they explain why everyone knows where other players fleets are (thus needing only one map, though not everyone will see all the information) as although content is sent between pearls by unbreakable keypad encryptions, the position of the transmission can be picked up by resonance on nearby pearls. Thirdly they are another scarce resource for high level trading and given a bonus to exploration and non-war technology (as finding them takes archaeology and decryption work).

Technology
Rather than a tree, I'm going for a levels system with 9 different fields, though nearly every advance or new capability will require levels in at least two fields. When you reach half of a technologies requirements you're told the field you need for the other half but not the level if you haven't reached there yet. Technological research takes s alone. Trading technology requires the giver to invest a certain amount of s (showing the processing of the information for trade) relative to the technology cost, and the receiver to invest a certain amount of both s and e (showing the adaptation of their technological base to the new information) relative to the technology cost. Thus trading can often be less worthwhile than researching it yourself and saving the e. Different technological fields require different investments to trade relative to their cost to research.
Also note you do not necessarily need to trade to get the benefit of others technology, as factions are allowed to terraform and build facilities in other factions habitats if they also have a base in the system (for costs you work out among yourselves of course).

Biotech:
-Biotechnology allows you to control and manage lifeforms, improving the function of your biospheres and habitats and understanding of alien worlds. It is thus crucial for terraforming, medicine and altering your population. High levels also allow wet nanotech devices in combination with Computation.
Computation:
-Processing information and the devices that enable it, computation allows a number of ship components and general efficiency improvements, and many high end technologies require Computation in combination with another field.
Construction:
-Construction allows you to build bigger and better things, the most important being the increasing size of ships available. Improving construction also decreases the cost of larger habitat sizes, and more complex facilities. In combination with materials it allows better levels of armour.
Energy:
-Energy is somewhat self explanatory, controlling the production and management of energy. It thus allows various ship components and efficiency improvements. It also allows the production of shields and certain types of terraforming.
Materials:
-Materials is the structuring of matter into useful forms, it is useful for industrial applications, dealing with toxins, ship protection and control. High levels allow dry nanotech in combination with Computation.
Math:
-Mathematics covers all fields from pure to statistics. Provides few advances on its own but is a base layer for all other knowledge and your level in any field cannot be more than 4 times your maths level. Improvements in Interstellar drives requires Maths + 1 other field (depending on the drive type).
Social:
-Social is understanding the nature of other intelligent beings, thus allowing population calming measures, archaeology, and larger habitats. Also works in combination with biotech to provide ecological advances.
Propulsion:
-Propulsion and fluid dynamics is about making things go from place to place in real space. It thus provides interplanetary drives and enables you to deal with storms and gas giants. A number of offence and defensive components require propulsion knowledge.
Weapons:
-Zap! Weapons is about converting your other technology into killing devices, and thus enables ship weapons and improves the combat and defence powers of ground troops. Developing these devices can also help one deal with unfriendly biospheres or Radiation.

Of these 9 fields Maths is by far the easiest to trade, distantly followed by Computation and Weapons. The other four are somewhat more difficult to trade, and Biotech and Social are harder still to the point that its rarely profitable to ask others for Social advice.

Pretty much done, except for the map. Here's an example of the current iteration of the system map.

example2.png

Left of the star is ships incoming to the system (with number of years left underneath). The boxes have been replaced with a 'spike' on which the Habitat size is placed via icon, as you can see purple has two large bases of Arrakis II and a tiny base on I. The number next to the base is the population, followed by letters for facilites (Mine, University, Farm, Shipyard). The numbers sitting above the spike is divisions in the region (they're above the spike because you can also move divisions into non-Habitat regions). Purple has a scoutship and three fighters above II (the 7 pixel fighters are as small as ship icons can get), and the circle cross is an icon for the shipyard.
 
I've been developing a city-states list. have gone through most of central greece for now...

Tribal: Thracex3, Macedonia, Thessaly
City states:
Locris: Opus, Thronium, Naupactus, Amphissa, Myonia
Doris: Drymaea, Tithronium, Amphicleia
Phocis: Daulis, Elateia, Abae, Anticyra, Tolophon
Aetolia: Calydon, Thermos
Delphi (may be in Phocis list)
Boeotia: Orchomenus, Thebes, Plataea, Tangara, Thespiae, Coronea, Chaeronea, Leuctra, Eleutherae

It is already above 20 cities, but that is ok, there will be many cities.




Anyone got a good large blank map of ancient Greece with rivers and preferably with mountain ranges?
You should probably standardize your transliteration. It's like a horrifying mishmash of mostly-Latinized names and direct Greek-English names.
 
You should probably standardize your transliteration. It's like a horrifying mishmash of mostly-Latinized names and direct Greek-English names.
I don't know neither Greek nor Latin so I have no idea which ones are which. I'll make an attempt after I'm done with making the full list...
 
I don't know neither Greek nor Latin so I have no idea which ones are which. I'll make an attempt after I'm done with making the full list...
Eh, I'll do it for you. ;)
 
The city list is growing!
64 cities for now (some may only be key locations and not playable like Piraeus) but still many more to go - and this is BEFORE the colonization begins! (NES will begin around 800-750bc).

Spoiler :

Tribal: Thrace, Illyria…
City states:
Macedonia:
Thessaly: Larisa
Locris: Opus, Thronium, Naupactus, Amphissa, Myonia
Doris: Drymaea, Tithronium, Amphicleia
Phocis: Daulis, Elateia, Abae, Anticyra, Tolophon, Delphi
Aetolia: Calydon, Thermos, Pleuron
Acranania: Oeniadae, Stratus, Palaerus, Phara
Western islands: Pronni
Boeotia: Orchomenus, Thebes, Plataea, Tangara, Thespiae, Coronea, Chaeronea, Leuctra, Eleutherae
Attica: Athens, Eleusis, Oropus, Marathon, Piraeus, Sounion, Brauron
Megaris: Megara, Salamis, Aegosthena, Pagae, Nisaea
Corinthia: Corinth, Sicyon
Argolis: Argos, Nemea, Cleonae, Phlius, Epidaurus, Hermione
Laconia: Sparta, Gytheium, Elos, Boeae, Sellasia, Thyrea, Prasiae
Messenia: Messene, Corone, Pylos, Lepreon, Belemina, Cyparissiae
Arcadia:
Elis:
Achaea:
Asia Minor:
North Aegean islands:
South Aegean islands:
Crete:
 
Spoiler RESOURCES :
Here's another block of world traits, these are economic rather than physical like the last batch, and will be written on the map in a different colour. Detecting them in a system will require a ship with sensors.

System Wide Valuables
Metals: Rocky worlds have this by default (and isn't explicit), this trait appears on those icy outer worlds that have sufficient concentrations of material for mining. Having a mine on a metals world makes a whole bunch of construction jobs much cheaper, and boosts your general in-system economy.
Low metals: On the other hand some rocky worlds are nearly entirely silicates, and thus can't be mined for metals. Icy worlds and giant planets have this by default.
Volatiles: Light elements other than the abundant hydrogen are vital for creating and sustaining artificial biospheres, as well as having general engineering applications. Gas Giant, Icy, Panthalassic, and Strong Carbon Biosphere worlds have volatiles as default, this trait is for icy lakes in airless worlds, certain non-living atmospheres and the occasional more complex Jovians. Having a mine on a volatiles world makes farms more effective, and boosts your general in-system economy.

Interstellar Valuables
Heavy Metals: This world has an abundance of heavy and transuranic atoms very valuable in certain high energy and nanotech applications, and although they can be synthesised having a pile naturally available provides a economic boost to all systems connect by trade with a mine here. Co-located with Radiation and/or Toxicity traits. Requires certain levels of Energy to harness.
Rare Earths: This world has an high abundance of light rare earth atoms, which although relatively common in the universe the massive demand for them in superconductors and microelectronics applications makes having a big concentrated source an economic boon for all systems connected by trade with a mine here. Requires certain levels of Materials to harness.
Exotic Gases: Rare isotopes of noble gases, particularly He3, have extensive industrial and scientific use, and the atmosphere or surface of this world has an abundance of them, to provide an economic boost to all systems connected by trade with a mine here. Most often found on gas giants, occasionally on an odd gassy moon or bare surface. Requires certain levels in Propulsion to harness.
Novel Biologicals: The living creatures or odd chemicals of this world provide a number of fascinating substances for medical, environmental or domestic usage, and being connected to them by trade gives your habitats a boost in science production and happiness. Requires certain levels in Biotech to harness.
Ruins: This world is scattered with buildings and junk from another time, be it humans from the Second or Third Age, some alien race or the mysterious Priors themselves, and being connected to them by trade gives your habitats a boost in science production. Requires certain levels in Social to harness. Investigation of ruins can yield technological advances or even artifacts of a near magical technological capacity like the priceless Ansibyl Pearls.

A note on those Ansibyl Pearls (AP), these artifacts of the earliest technological civilisation in the galaxy are the only known means of faster than light communication (the various space transcending drives humans use to get around work at light speed and thus don't violate causality). The indestructible fist-sized iridescent globes work by some unknown function, but there have been innumerable theories and not a few religions based around their low-bandwidth but instantaneous 'transmission' of bits to 'attuned' pearls light years away.
Players start with a handful of these mcguffins each, and more can be found in ruins and hulks. They serve various game play purposes, the main being that you cannot have more system presences and free ranging fleets than you have Ansibyl to make rather less work for me. Secondly they explain why everyone knows where other players fleets are (thus needing only one map, though not everyone will see all the information) as although content is sent between pearls by unbreakable keypad encryptions, the position of the transmission can be picked up by resonance on nearby pearls. Thirdly they are another scarce resource for high level trading and given a bonus to exploration and non-war technology (as finding them takes archaeology and decryption work).
I understand all this, kinda. Could you provide some examples of which each would be in RL, and with the previous world description rules also? Otherwise, it seems fine.
Spoiler TECH :
Technology
Rather than a tree, I'm going for a levels system with 9 different fields, though nearly every advance or new capability will require levels in at least two fields. When you reach half of a technologies requirements you're told the field you need for the other half but not the level if you haven't reached there yet. Technological research takes s alone. Trading technology requires the giver to invest a certain amount of s (showing the processing of the information for trade) relative to the technology cost, and the receiver to invest a certain amount of both s and e (showing the adaptation of their technological base to the new information) relative to the technology cost. Thus trading can often be less worthwhile than researching it yourself and saving the e. Different technological fields require different investments to trade relative to their cost to research.
Also note you do not necessarily need to trade to get the benefit of others technology, as factions are allowed to terraform and build facilities in other factions habitats if they also have a base in the system (for costs you work out among yourselves of course).

Biotech:
-Biotechnology allows you to control and manage lifeforms, improving the function of your biospheres and habitats and understanding of alien worlds. It is thus crucial for terraforming, medicine and altering your population. High levels also allow wet nanotech devices in combination with Computation.
Computation:
-Processing information and the devices that enable it, computation allows a number of ship components and general efficiency improvements, and many high end technologies require Computation in combination with another field.
Construction:
-Construction allows you to build bigger and better things, the most important being the increasing size of ships available. Improving construction also decreases the cost of larger habitat sizes, and more complex facilities. In combination with materials it allows better levels of armour.
Energy:
-Energy is somewhat self explanatory, controlling the production and management of energy. It thus allows various ship components and efficiency improvements. It also allows the production of shields and certain types of terraforming.
Materials:
-Materials is the structuring of matter into useful forms, it is useful for industrial applications, dealing with toxins, ship protection and control. High levels allow dry nanotech in combination with Computation.
Math:
-Mathematics covers all fields from pure to statistics. Provides few advances on its own but is a base layer for all other knowledge and your level in any field cannot be more than 4 times your maths level. Improvements in Interstellar drives requires Maths + 1 other field (depending on the drive type).
Social:
-Social is understanding the nature of other intelligent beings, thus allowing population calming measures, archaeology, and larger habitats. Also works in combination with biotech to provide ecological advances.
Propulsion:
-Propulsion and fluid dynamics is about making things go from place to place in real space. It thus provides interplanetary drives and enables you to deal with storms and gas giants. A number of offence and defensive components require propulsion knowledge.
Weapons:
-Zap! Weapons is about converting your other technology into killing devices, and thus enables ship weapons and improves the combat and defence powers of ground troops. Developing these devices can also help one deal with unfriendly biospheres or Radiation.

Of these 9 fields Maths is by far the easiest to trade, distantly followed by Computation and Weapons. The other four are somewhat more difficult to trade, and Biotech and Social are harder still to the point that its rarely profitable to ask others for Social advice.
Looks good.:goodjob:

Pretty much done, except for the map. Here's an example of the current iteration of the system map.
example2.png

Left of the star is ships incoming to the system (with number of years left underneath). The boxes have been replaced with a 'spike' on which the Habitat size is placed via icon, as you can see purple has two large bases of Arrakis II and a tiny base on I. The number next to the base is the population, followed by letters for facilites (Mine, University, Farm, Shipyard). The numbers sitting above the spike is divisions in the region (they're above the spike because you can also move divisions into non-Habitat regions). Purple has a scoutship and three fighters above II (the 7 pixel fighters are as small as ship icons can get), and the circle cross is an icon for the shipyard.

The only problem I can foresee with the habitat bars, is trying to distinguish between the icons for the size of the habit. If you have alot of ships in orbit around one planet, all the icons might get messy as well.
 
I understand all this, kinda. Could you provide some examples of which each would be in RL, and with the previous world description rules also? Otherwise, it seems fine.

Do you mean saying what Mars, Venus etc would be in this system? Alright the Solar system would have 17 worlds total (this is high, my NES averages about 10 worlds a system). Number of hab slots in brackets.

Mercury (3): Rocky, Very Hot, High Radiation.
Venus (5): Rocky, Dense Atmosphere, Very Hot, Very Toxic.
Earth (6): Rocky, Standard Atmosphere, Strong Biosphere. [Has volatiles implicitly]
Mars (4): Rocky, Thin Atmosphere, Cold.
Jupiter (2): Jovian, Exotic Gases
> Io (3): Rocky, High Radiation, Toxic, Molten Surface, Rare Earths
> Europa (3): Rocky, Icy, Panthalassic, Weak Biosphere, Cold, Low Gravity
> Ganymede (4): Rocky, Icy, Cold
> Callisto (3): Rocky, Icy, Cold, Metals [Icy overwrites rocky's implict metals otherwise]
Saturn (2): Gas Giant
> Rhea (2): Rocky, Icy, Cold, Low Gravity
> Titan (4): Rocky, Dense Atmosphere, Molten Surface, Cold, Volatiles.
Uranus (2): Gas Giant, Cold
> Titania (2): Rocky, Icy, Very Cold, Low Gravity
> Oberon (2): Rocky, Icy, Very Cold, Low Gravity
Neptune (2): Gas Giant, Cold
> Triton (3): Rocky, Icy, Very Cold, Thin Atmosphere, Molten Surface, Metals
The only problem I can foresee with the habitat bars, is trying to distinguish between the icons for the size of the habit. If you have alot of ships in orbit around one planet, all the icons might get messy as well.

Hmm maybe, we'll see if it is a problem early on, and it wouldn't be hard to change after all.

Background

Prose:
In the beginning mankind did spill forth from Urth, and danced among the stars.

All was not well however, for foolish dreams of freedom did put the tools of annihilation in the hands of infants and madmen.

Though the Solar Empire did enforce many centuries of peace, eventually the loosened demons did lay waste to the fragile homes of man.

Thus did the First Age, the age of Dawn and Empire, come to an end in fire.

All was not lost, for the wise and the humble did escape the ravages, and fled to volumes untouched by war. Even demons may die of age, and the first worlds were reclaimed in time.

Peaceful and mercantile, the wandering Lines of the Second Age did instil the Common Song over all but the hellish of worlds, and the galaxy knew much joy.

However the universe is a fickle place, and Shiva did swing his terrible sword and struck the men of the Second Age from the sky.

And thus the Second Age of Man come to an end, in blazing light and ignorance.

But all was not lost, for the fools and the foolhardy endured, and an age of darkness and petty war did follow the Tumult.

Eventually a new Song and community of worlds was hewn from the void as the new empires battened on the ruins of the ancients.

Peace was known, as was Glory and Sorrow, but destruction never reached the peak of the Dawn Wars, for all knew that the Tumult could come again.

And Lord Shiva did not disappoint, and once more ships were flung from the heavens.

But we were ready, and the lost nations now stand poised to make our mark on this new Fourth Age.

Summary:
The first 'Empire' of the Solar Federation united Earth and colonised nearby systems. However distribution of knowledge about robotics and kinetic weaponry put extraordinary power in the hands of individuals. Though the SF tried to crack down that just created more disgruntled individuals who eventually released the demons; nanoswarms and automated kinetic weapon robots who would infest a oort cloud and rain destruction down on inhabited worlds. Only basic or crafty worlds with limited emission profiles which could hide and the vastest of ships that could run managed to survive. Eventually these two types of communities rebuilt a interstellar society in the Second Age, with appropriate behaviour bound by the dictates of a commonality of vast interstellar trading ships not bound to any one planet. This second age ended when a large black hole merged with the galactic centre one and sent out a burp of gravitational energy (the Tumult), causing all spatially transcendent machinery to jump back into real space as energy (I.e. envision all the ships and supercomputers of a world suddenly turning to anti-matter). Only arse-backwards worlds without high tech and ships in transit survived, and you had a new feudal age as the surviving ship crews imposed themselves on various devolved agri-worlds. Eventually these rebuilt themselves into a thriving interstellar civilisation, and the discover of the Priors ruins and their FTL communications enabled the development of multi-world empires that could challenge the rebuilt Lines. The exploration and exploitation of this cluster of worlds (the Hydra Tuft) by a number of empires was just beginning when a second Tumult occurred, causing everyone to bail out of there is ships and crash onto the nearest planet with only limited technology. However this has happened before so there is less panic and fear and its not an unknown like all those 'scourge' based space NESes - Your job is now to rebuild a shining civilisation here in your image/escape this dump of a cluster with all its loot ;).

Society Design:

Pretty much anything you like, with the background taken into consideration. I'd prefer nothing directly based on current Earth, which is about as related to your Societies as the ancient Phoenicians are to us (the Solar Federation of a few centuries hence is regarded like Alexander's Empire, brilliant but impractical). All I need is a description, a list of attributes and flaws (see below) and which system you want to start on of [Gemstar, Kaus, Arrakis, Heze, Errai, and Zavi] (I may shift you around depending on attributes and backstory).

I'm planing 8 players maximum to start, to see what the workload looks like. Four slots are first come first serve, the other four for people I know do well in this sort of thing/come up with interesting concepts/are reliable. Missing multiple order sets might see your society collapse and new slots open up.

Attributes (+5 points allowed total, three flaws maximum), you can come up with more by discussing with me, this is mainly to give you a guide to the cost structure, as well as set out some basic traits.

Spoiler :

Start on a biosphere world (+2): You start off in a much more liveable environment than most, though you'll have less mines and industry at the start. Beware there are only a limited number of habitable worlds in the starting cluster so if too many people pick this you'll end up sharing. If you don't pick this you can choose which of the starting systems you're in (Gemstar, Kaus, Arrakis, Heze, Errai, Zavi)

Horrible start (-3): You begin in the arse end of nowhere or with a terrible environment.

Homo Superior (+3): Rather than the standard optima package of post-terrestial genes your population has a heritage of engineering to be smarter, more attractive, and healthier. Problems of vulnerability to viral weapons thanks to less diversity. University and Research Centre +25%, Culture +25%.

Adaptation to Heat/Cold/Radiation/Toxic/Thin Atmosphere/Dense Atmosphere (+2): You can ignore the negative world traits in their weaker form thanks to a history of genetic, biotech and cultural adaptations. Note the stronger forms (Very Cold etc) still hit with full force.

Vulnerable to Heat/Cold/Radiation/Toxic/Thin Atmosphere/Dense Atmosphere (-1): Your history of genetic, biotech and cultural adaptations means you are especially vulnerable to these environmental problems and treat the weaker version as if they were the stronger version.

Scholarly (+1): Your people value knowledge and its acquisition. University and Research Centres +25% s.

Relaxed (+1): Cultural traits allow you're people to remain calm even in the face of danger or mismanagement (less chance of riots).

Natural Warriors (+1): Your people value martial skill and the practice of war. Ground Combat +25%

Begin with a Drive Technology (+3): You start off with one of the technologies for transcending space (I'll choose which one based on your other tech choices) and a single interstellar probe.

Extra starting technology (+1): You start off higher on the tech tree, limit of level 3 in any one field.

Technological Affinity for Social/Math/Bio/Energy/Materials/Construction/Computation/Propulsion/Weapons (+3): +100% output from the appropriate Research Facility, researching this field costs less s once above level 4.

Technological Antipathy for Social/Math/Bio/Energy/Materials/Construction/Computation/Propulsion/Weapons (-2): -10% university output, can't build appropriate Research Centre.

Cyborganised (+4): Your survivors featured a high percentage of augmented personnel, and their legacy continues to influence your culture. -1 Habitat size, +25% Combat, University, reduced costs for implementing Cyborg technologies.

Extremophilic (+3): Willing to adapt yourselves towards the environment rather than the other way round, your colonists are willing to accept any changes necessary to live in a strange local. No unhappiness from adaptation, can take adaptation choices for free/cheap when they come available.

Ecopoets (+2): Willing to carefully manage the biosphere around them, your people possess an innate skill at making things thrive. Treats marginal biospheres as standard, standard biospheres as Gaian. Reduced e from factories and mines on biosphere worlds.

Spaceborn (-2): Condemning planets, spaceborn societies prefer to dwell in optimised environments of their own design, however since the laws of physics work the same for anyone their space colonies are rarely particularly superior to another groups if technology levels are similar. +50% riots on non-space habitats, non-space habitats have -1 size, space habitats have +1 size.

Rugged Designers (+3): Your society constantly over engineers their ships to be tough and durable. Ships have +1 base armour.

Provolved from X (?): Your society for the most part is based around a population of individuals descended from stock uplifted from a non-sentient species by humans in a prior age. The more fragile provolves and those with very inhuman outlooks did not survive the changing of the ages, so your society will still act broadly human. I'll put something based on the description.
 
I plan to join. I'll come up with the specifics later.

EDIT: The Vazan are cyborganized and relaxed, on planet Zavi. I'll do culture details when you launch the thread.
 
The city list is growing!
64 cities for now (some may only be key locations and not playable like Piraeus) but still many more to go - and this is BEFORE the colonization begins! (NES will begin around 800-750bc).

Spoiler :

Tribal: Thrace, Illyria…
City states:
Macedonia:
Thessaly: Larisa
Locris: Opus, Thronium, Naupactus, Amphissa, Myonia
Doris: Drymaea, Tithronium, Amphicleia
Phocis: Daulis, Elateia, Abae, Anticyra, Tolophon, Delphi
Aetolia: Calydon, Thermos, Pleuron
Acranania: Oeniadae, Stratus, Palaerus, Phara
Western islands: Pronni
Boeotia: Orchomenus, Thebes, Plataea, Tangara, Thespiae, Coronea, Chaeronea, Leuctra, Eleutherae
Attica: Athens, Eleusis, Oropus, Marathon, Piraeus, Sounion, Brauron
Megaris: Megara, Salamis, Aegosthena, Pagae, Nisaea
Corinthia: Corinth, Sicyon
Argolis: Argos, Nemea, Cleonae, Phlius, Epidaurus, Hermione
Laconia: Sparta, Gytheium, Elos, Boeae, Sellasia, Thyrea, Prasiae
Messenia: Messene, Corone, Pylos, Lepreon, Belemina, Cyparissiae
Arcadia:
Elis:
Achaea:
Asia Minor:
North Aegean islands:
South Aegean islands:
Crete:
Thraike, Illyria, Makedonia, Thessalia (Larisa), Lokris (Opous, Thronion - is in Epeiros, Naupaktos, Amphissa, Myonia), Phokis (Daulis, Elateia, Abai, Antikyra, Tolophon, Delphoi), Aitolia (Kalydon, Thermon, Pleuron), Akarnania (Oiniadai, Stratos, Palairos, Phara), Pronni (???), Boiotia (Orchomenos, Thebai, Plataia, Tanagra, Thespiai, Koroneia, Chaironeia, Leuktra, Eleutherai), Argolis (Argos, Nemea, Kleonai, Phleious, Epidauros, (H)ermione), Lakonia (Sparta, Gytheion, Elos, Boiai, Sellasia, Thyraia, Prasiai), Messenia (Messene, Korone, Pylos, Lepreos, Belemina, Kyparissiai), Arkadia, Elis, Achaia, Mikra Asia, etc.
 
I'll join of course Dis. I'll get in the society design and attribute list when I have time (~1-2 days).:) Edit: But I will claim Kaus to start on.:)

The examples are good.:goodjob:
 
@Circuit: I'd really prefer at least some description first, so I can decide which of Zavi's various worlds to put you on ;).

Currently Confirmed:
Circuit: The Vazan on Zavi.
Matt0088: The [Blahmanites] on Kaus.
Shadowbound: The Iskandrian Gardeners on [System Pending]
Kal'thzar: The Poopyheads on Pooponia.
Daftpanzer: [maybe]
alex: The Lantians of [System Pending]

Just realised it would be amiss to want players to choose bonus techs if they don't know what those techs entail, so here is the first three tech levels and their ship components (IS drives have been redacted).

Blue is ship components
Black is Facilities
Green is upgrades to those facilities
Red is new options like terraforming or larger habs.
When more stuff becomes available it will be in italics till all parts of its requirements are revealed.

Spoiler :
up0techchart.png


Notes on ships:

-You can build ships of up to size 4+(Construction Level*3) for normal price, and ships of up to size 5+(Construction Level*4) for 50% additional cost (applied to all components).

-Ship combat is determined with a RNG event model, the rules of which I'll release and which can be played through manually (if players like).
-Ship speed determines if ship A can evade ship B before combat starts, the chance of escape, and the chance of staying at long range (where only missiles work).
-Ships within combat have hitpoints equal to their size, a damaged ship starts combat with half hitpoints. Outside of combat ships are fine/damaged/dead.
-There are three types of damage; Missiles, EM (electromagnetic), and Particle (i.e. accelerated mass).
-These are respectively defended against by dodge (a combination of acceleration and active defence), armour, and shields (armour is also somewhat effective vs Particle, and dodge has a reduced chance to work against both Beam and Particle). Dodge works as a hit/no hit probability roll, whilst Armour and Shields absorb damage (i.e. a ship with 2 points of armour and hit by 3 points of EM damage would take 1 point of damage).
-'Coupling' allows you to stick weapons together into bigger versions, i.e. you could have 3 slots of independent Microwave lasers each with a seperate chance to hit and 1 damage, or you could have 1 Laser that occupies 3 slots, has 1 chance to hit and deals 3 damage when it connects. You thus want lots of small guns against an opponent with high dodge, and one big gun against an opponent with high armour.
-Small ships have inherent dodge bonuses, and large ships have speed and dodge penalities, thus hopefully giving a rock-paper-scissors combat model: Multigun large ships are beaten by missile and 'giantkiller' (one large gun) medium sized ships, which are beaten by small fast fighters, which are beaten by Multigun large ships.


Other ship stuff:
-Inititive modifies escape/enagement odds and missile to hit chance, also helps with or against unexpected attacks.
-Bombs are a percentage chance of destroying 1 pop point per year you're bombing an enemy Habitat. Spaceborn Habitats get -75% defense against bombs, whilst Thin, Standard, and Dense Atmospheres give +25, +50, and +100 percent defence respectively.
-Power is produced by certain IP drives and power cores. Some components require a certain level of power (though none in the first three levels) to be installed, and some components get boosts from having surplus power after those components have taken their essential requirement (see the extra damage from microwave lasers).
 
My major problem is really writing the rules...

How complicated do you want them to be? Or more simplified economy and army?
There was a board game from the 1970s that was about bronze age Greece from 2900 to 1100 BC. It was quite beautiful and had simple rules. Here is a link to its listing at BGG.

http://www.boardgamegeek.com/boardgame/1789/raiders-and-traders-the-heroic-age-of-greece

I have a copy of the games (less map) if you are interested in how this game approached game play.
 
Garden of [Whatever Planet]

Biosphere World +2
Scholarly +1
Ecopoets +2

The Gardeners were a minor religious sect within the Iskandrian Republics, with pre-industrial communes, ecoterrorists, and everything in between. Generous benefactors allowed a group of scientists and farmers to settle within the Hydra Tuft, as part of a project to create a perfect eco-friendly society. The second Tumult allowed the Garden to establish itself in peace, and the inhabitants have created a high-tech society that enhances rather than weakens their planet. It remains to be seen if they are ready for the rest of the galaxy, though, it may be the rest of the galaxy that isn't prepared.

EDIT: Put me wherever.
 
Thraike, Illyria, Makedonia, Thessalia (Larisa), Lokris (Opous, Thronion - is in Epeiros, Naupaktos, Amphissa, Myonia), Phokis (Daulis, Elateia, Abai, Antikyra, Tolophon, Delphoi), Aitolia (Kalydon, Thermon, Pleuron), Akarnania (Oiniadai, Stratos, Palairos, Phara), Pronni (???), Boiotia (Orchomenos, Thebai, Plataia, Tanagra, Thespiai, Koroneia, Chaironeia, Leuktra, Eleutherai), Argolis (Argos, Nemea, Kleonai, Phleious, Epidauros, (H)ermione), Lakonia (Sparta, Gytheion, Elos, Boiai, Sellasia, Thyraia, Prasiai), Messenia (Messene, Korone, Pylos, Lepreos, Belemina, Kyparissiai), Arkadia, Elis, Achaia, Mikra Asia, etc.

On the other hand, erez87, your names are already almost all Latinised, the only exceptions being:

Amphiclia
Thermum
Sunium
Gythium
Helus (Not Elos! - the word Helot comes from this town. On the other hand, I've never seen this name Latinised. In any case, the Greek version is Helos.)
Lepreum

Pronni and Belamina probably weren't there in 750BC. Also, there was no significant settlement at Sunium. Pronni could be replaced by Same, and Belamina could be replaced by Pharae or Andania.

I'll probably join if I have time.

Did anyone really say "Mikra Asia"? I thought the Ancient Greeks just called it Ionia, anyway, even when referring to more of it that the bit colonised by the Ionians, or maybe just Asia.
 
Thankyou both, sadly I'm far from done with the list :p... After I'm done I'll attempt my best at replacing everything as needed.

btw - I prefer the Greek names.

As for Pronni and Belamina
http://en.wikipedia.org/wiki/Poros,_Kefalonia#History
As for Belamina - I probably just took it off the big cities map on wikipedia - thou I try to research stuff.
 
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