Pre-SysNES2: Beta-testing and Submission

Sorry for the lack of any updates on my country; real life slapped me across the face and I'm trying to slap back. I'll get working on it asap.
 
Think I caught a small error in the Battle Calc. Cell F31, IF(D22>0... sequence, specifically the MAX function multiplier with 0 shields (gives a div/0 error). I just included the +1 in the bracket, not sure if that was the intention.
 
OOC: I've written a new background for them and adjusted some minor traits pending your approval dis :) Hope this one's more fitting. I'm really tired so there's probably a lot of incoherent aspects; point them if anything is jarring.

The Csser’ian Confederacy of Cvorak

Spoiler Background :
Machiavelli would be proud of the Csser’ians.

That is if Machiavelli were still alive and if the Csser’ians had any idea who he was.

History has not recorded the origins of the Csser’ians, but if there were omnipotent observers in the galaxy they would surely marvel at the political continuity passed from civilization to civilization completely unaware of one another.

What is recorded is that in the aftermath of the deluge of the Heavens, the Csser’ians on their backwater world was subsequently conquered and subdued by a fleet of warships which had survived the tumult; the military and its descendants, later known as the Weipozny, came to rule over the Csser’ians as an elite class, indulging themselves in a variety of genetic adaptation and mutation so that they could differentiate themselves from the masses. Serving as a vast underclass, the Csser’ians revolted countless times but was unable to organize and was repeatedly crushed by the Weipozny and their government, the Imperium of the Shining.

That all changed in the war with Datha. Massively outnumbered by the forces of the Datha, the Imperium was forced to shift her military focus from the elite Weipozny shock troopers to conscript significant numbers of Weipozny. Here, the seeds of the tyrants’ destruction were sown. This massive mobilization of Weipozny from across the Imperium was unprecedented; never had a Csser’ian met so many other Csser’ians outside of his master’s holdings. And within the confines of the military, even the hardest Weipozny master could not deny permission for a reunion of military comrades and thus an organization was born.

Many of that generation of military conscripts would survive the war with the Datha and plan their freedom, merely hoping they would see it before they died. A serum designed to increase the height and genetic viability of the Weipozny mutated into some bizarre virus, which while not lethal, was extremely contagious and de-capacitated 1/3rd of the Weipozny before the Imperium could respond with planetary quarantines. Later, rumors would spread that the mutation of the serum was not so much an accident but a chemical weapon designed by Datha scientists who wanted to liberate the Csser’ians (or at least seriously de-stabilize a potential threat).

The Csser’ians rose up. Their revolution, as later historians would tearfully admit, was not pleasant. Centuries of hatred had created monsters and the Weipozny were wiped out to the child in the Imperium for the very traits that they had so prided themselves upon in differentiating themselves from the masses were the same traits used to identify and eliminate them. Yet images of sick Weipozny children and women being ruthlessly slaughtered would forever haunt the minds of future generations of Csser’ians. There are no known records of the existence of large numbers of Weipozny survivors but rumors would always persist of some vast militaristic Weipozny Imperium seeking vengeance.

Swearing again that the Csser’ian people would never again be oppressed, its leaders strove to build a strong and functioning civil society with civic organizations and public interest groups of every color and stripe rising to the challenge. The idea was that with such a large variety of power centers, it would be impossible for one group to centralize their power to the point of oppression. Naturally, this makes Csser’ian politics interesting to say the least. Ironically, the very tight restrictions that the Weipozny had placed upon the Csser’ians had made them very nimble in dealing with matters of finance and as an extra credit could mean the difference between a full or empty stomach, Csser’ians were excellent at seeing possible legit as well as illicit financial opportunities to supplement their meager rations during the days of the Imperium.

Thus when the Confederacy was born, Csser’ians proved masterful at the art of finance and soon established a prosperous and peaceful society. It was not soon after, that a sense of collective guilt would emerge; for having realized that the birth of their free and strong society was based on the slaughter and murder of innocents (the later revisionist historians chose to ignore the significant portions of Weipozny society which had an active role in repression), Csser’ian society struggled to reach a consensus on how their society could truly be free and strong if it had started with the wholesale destruction of the weak.

When the soul-searching was over, a new consensus would be born. It would be prove to be perhaps the most fundamental cornerstone of Csser’ian society. As Datha had long had attracted some of the Confederacy’s brightest minds, they came back with very clear ideas of what they did not want a society to be like. Accepting that they could not fundamentally change the past, they would simply strive to ensure that it would not happen again starting with their own society. A free and strong society focused solely on itself was seen as being fundamentally flawed; to be a true free and strong society had to be not only tolerant of difference, but accepting of it within limits.

Cognizant of the emphasis their former masters had placed on genetic purity and so-called blood superiority, Csser’ian focus was more on instilling a strong sense of civic values centered around adopting the general framework of Csser’ian societal beliefs: in choosing to live in a free and strong society (generally no restrictions on emigration or immigration), individuals have a fundamental obligation to maintain the freedoms and strengths of the society they voluntarily choose to be a part of so that future generations could also enjoy those blessings. To be a part of society and enact decisions and actions within the general framework was to be truly free. As such, theirs was an open and welcoming society to anyone who desired to live within Csser’ian society.

Essentially, for a free society to not fall prey to outside forces, it must have a vibrant civil society where individuals are free to forms groups and associations to enact their preferred will upon government within the accepted framework. The framework was vast enough to encompass a variety of opinions and thoughts but completely abhorred inter-political violence or turmoil.

Admired in some aspects and criticized by others, Csser’ian society had the unfortunate tendency of being vocal and sometimes even aggressive against what they perceived to be governments lacking a social contract with its people. A government should treat other governments and peoples with the same dignity that is afforded to its own people, for that is what a free and strong society should do unless there is some overwhelming emergency otherwise. Thus when Datha so blatantly moved against Apeilic Iris, the Confederacy had to throw her lot with the latter.

Yet when Datha burned, there were a large number of very, very angry Csser’ians who were furious and demanded some sort of action be taken against their allies. Failing to reach a consensus with the majority, various groups took to the stars in disgust. One group in particular, led by an influential politician by the name of Haymir Cvorak who had led the struggle against Apeilic Iris, came to settle in the Segmentum Alnithahium hoping to build a new Confederacy free with hope for the future.


Fringe Group

Societal Values:
Society and Freedom

Traits:
Welcoming (+2)
Free Market Economy (+1)
Republic (+1)
Financially Savvy (+2)
Gregarious (+2)
Natural Pilots (+1)
Open (+1)
Vulnerable to Thick Atmosphere (-2)
Hate Snow (-1)
 
[ADAMAS CORPORATION]
For what it's worth, I see "Adama" and I immediately think Battlestar Galatica and Caprica, so... maybe don't use that?
 
Ok I have not forgotten the ship battles thing and hope to have a few dedigns by tonight.

For now should we make the scenario be a neutral system? So IP>0 is necessary for all ships, Range>0, and IS>0 is as well unless you have some of carrier ship?

Also Disenfrancised, i'm not sure if you answered this anywhere but how much does it cost to refine components? The only cells I could fine for those values were left blank.
 
The Order of the Deluge

"To become kin with water is to know the flood."

Certainly one of the more obscure and eccentric cults to dot the fringe of settled space, the Order of the Deluge professes to worship, of all things, the Tumult that scoured the sky of humanity at the close of the second age. The reverence of the gravity wave has become collaborated with shards of the universal flood myth from the most ancient remnants of human memory, creating an oddball faith which urges its adherents to "return to the sea" to become spiritually attuned with the power that consumes the galaxy. The Deluge believes that if they resurrect mortal paradise under the waves that obliterated mankind the first time he grew proud, they will ascend to the true immortal plane when the deluge comes.

The Deluge has flitted across the galaxy in the Third Age, meeting a mix of persecution and bemusement. However, it slowly filled its ranks with devoted followers as it trawled human space, and it has recently settled in the quiet of Eighth Finger even as the final confrontation between the Dathics and Apeilic Iris scorched the center of the sector. As the Deluge adjusts to sedentary society, its character has changed. Traditionally, the Deluge has grown through conversion: intense experiences (or hallucinations, depending on your perspective) of faith through meditation where the devout experienced the calamity of the Tumult through the lens of the cleansing scourge. Such an experience was deemed necessary for induction as a full Knight of the Deluge. However, as Deluge society matures and a wider swathe of its population becomes generational descendants of its original converts, the focus has necessarily widened from the conversion experience. Rather than a testament to personal faith, the guiding ideology of the Deluge has become ingrained across society through social engineering. In order to ensure that their descendants would prove amenable to carrying on their legacy, the Order has abolished any semblance of familial units in favor of communal child rearing and enlightenment. Since they have made land(or more appropriately, ocean)fall on their new world, societal structure and organization has been institutionalized into three distinct companies to which the young are assigned after communal education.

The Architects are by far the largest company, and consist of almost the entire population of the homeworld. Although their name represents the most prestigious function they perform, they wield de facto total responsibility for the maintenance and growth of society on the homeworld. The bulk of both spiritual and scientific theory is produced by their efforts, and they drive the economic engine of the Order.

The Knights, referred to as the “right arm of the Deluge," sees to its enemies. After the Deluge settled on their world, proselytization fell to the back burner and there was a sense, if unspoken, that the rest of the galaxy would be damned to their fate. While the Order is not outwardly aggressive to outsiders, preferring to deal with them politely at arm’s length, a legacy of persecution and the defining belief that the rest of humanity will be scoured through the sky by their spirit-vessel does put an interesting twist on internal attitudes toward the outside.

The Rangers are commonly thought of as the red-headed step child of the Deluge. While many of the Deluge would very much like to submerge themselves for eternity in the promised ocean, the Order is practical enough to realize the benefits of interstellar influence. Thus, the Rangers, selected from the misfits, nonconformists, and other weirdos who never really enjoyed life as children under the sea, sortie out to seek the stars and all their jewels: compatible biospheres, mineral encrusted moons, and ironically, new ocean worlds for their people to inhabit. Some of the Architects recoil at the prospect of life as a Ranger; after all, their isolation from the sea would surely seal their eventual fate. Yet the Rangers’ monopoly on the Order’s business offworld has given them unprecedented influence, influence which they gladly wield as they stalk through the stars. Recently, the prospect of terraforming worlds so that all the nebula will be one with the Deluge has come to the forefront of Order fantasies, and the Rangers grow ever more important the more the dream is entertained...

Values: Faith and Society
Traits:
+3 Aquatic
+3 Martial
+2 Edifice Complex
+3 Fluid Mechanics
-2 Vulnerable to Toxins
-2 Insular

If I’m not far enough along in development to have Rangers or even Knights, tell me and they’ll form over the course of the game. I’m also amused at how perfectly civilized the slaves in the Eighth Finger are following liberation.
 
Is heat management broken? None of those components seem to work. Either way, the NO Valid Design option should activate if you have negative heat management, shouldn't it?

Also, Maneuvering Jets do not seem to scale with Propulsion yet.

Do you pay the m/v/a costs for all ships you build? Unclear on how that works.
 
More information:

The beginning tech fields:
Spoiler :


All players will have 20 of these 27 known at the start of the NES. Since there is rather more in each tech we will be starting ahead of where SysNES1 ended. A lot will also have one or two techs beyond this.

The terraforming actions graph:
Spoiler :

This graphic shows how terraforming actions move world slots between world stats. Terraforming is now pretty cheap, but is applied per slot. You can apply an action as many times per slot as you have said action researched. (I.e you can improve a biosphere from marginal to stable with Enrich Biosphere, and a different one from Stable to Rich if it started off as Stable, but until you discover the next enrich action option you can't improve the Marginal to Rich.

Finally the specialists - they act like tiny army units to be moved around and perform very crucial actions in yours or another nations space. The effect of Specialists do not stack so there's no point crowding ones of the same type together. Since they take t to produce, making them is a permanent loss in s production and you should be frugal with making them and careful once made (and hire them out for profit if you can).

Every specialist can do these three important actions.

INSTRUCT: By being moved to a University of another nation, you can transfer technologies in their field to that nation. This is the only way to trade technologies.
TEACH: Whilst in any nation's university, will generate a stream of research in their field for the universities owner (Note: this is slightly better than the s revenue you'd get from the talent that was spent to make the specialist, but has the disadvantage of being inflexible).
INVESTIGATE: Can search ruins and hulks for data relevant to their field.

In addition each has 2-3 SPECIAL ABILITIES

Biologist
-The Biologist can determine the farm potential of a unknown biosphere.
-The Biologist can assist the efforts of biosphere engineering in the slot its in, proportional to its owners biotech.
-The Biologist can attempt to analyse plagues afflicting the slot it is in.

Analyst
-When investigating, the Analyst and Socioarcheologist can determine if data relevant to other fields is present or not.
-The Analyst will reduce the EW vulnerability and EW rolls of the planet it is in, proportional to its owners Computation tech.
-The Analyst can determine if information has been stolen from a network.

Designer
-New habitations built in the slot the Designer is in will come with a bonus decrease to social stress (This is representing better architecture)
-If the Designer is present at another nations shipyards, they can produce one of your ship designs there for its unrefined cost.


Engineer
-If an Engineer chooses not to teach, it can instead increase the productivity of the Factory of the slot it is in (this includes foreign factories)
-If the engineer is present in another nations habitat, you may spend materials to construct buildings there.
-The Engineer can perform up to three repair actions if present at a shipyard (this includes foreign shipyards)


Planetologist
-The Planetologist can determine the mineral potential of an unknown planetary crust.
-The Planetologist can assist the efforts of industrial terraforming in the slot its in, proportional to its owners materials tech.


Commercial Agent
-A Commerical Agent present on a foreign world can try bind that world to your trade network, equilivalent in effect to having a stock exchange building there. Can be displaced by a different Commericial Agent or native stock exchange depending on the Commerce Roll.
-A Commercial Agent present on a foreign world enables you to use your merchant fleet to ship materials there.


Socioarcheologist
-When investigating, the Analyst and Archeologist can determine if data relevant to other fields is present or not.
-If a socioarcheologist chooses not to teach, it can instead reduce the social stress of the habitat its in (this includes foreign habitats) based on its owners social tech.

Hydrometerologist
-The Hydrometerologist can determine the volatiles potential of an unknown atmosphere/hydrosphere.
-The Hydrometerologist can assist the efforts of Atmospheric and Oceanic engineering in the slot its in, proportional to its owner propulsion tech.


Diplomat
-The Diplomats presence at an NPC habitat helps with coercing them to your will.
-The Diplomats presence in a conquered city or captured army will reduce unrest/escape attempts
-Public Agreements players make with a diplomat from each player in the same habitat will be seen as legally binding by the Consul and other non-Pirate NPCs.
 
Is heat management broken? None of those components seem to work. Either way, the NO Valid Design option should activate if you have negative heat management, shouldn't it?

Also, Maneuvering Jets do not seem to scale with Propulsion yet.

Do you pay the m/v/a costs for all ships you build? Unclear on how that works.

Your heat management can go down to -5 and still be a valid design (though it debuffs your armour). Since the visible value is floored at -5 the problem could be you raising the value from something << -5 to something < -5, and thus no change in the visibles.

Maneuvering Jets to scale with propulsion - they don't linearly scale with propulsion though! Try Propulsion 0 and Propulsion 10 and see the difference.

Yes, you pay that cost every time you build them. Unlike e they do not scale with your population but rather your resource operations (bringing a third leg to cultures -> now you have s-rich societies, e-rich societies, and resource rich societies).

@Kraznaya: Like the background :).
 
Yes, you pay that cost every time you build them. Unlike e they do not scale with your population but rather your resource operations (bringing a third leg to cultures -> now you have s-rich societies, e-rich societies, and resource rich societies).

Do you still pay it if the design has been refined?

@Kraznaya: Like the background :).

Thanks!
 
Your heat management can go down to -5 and still be a valid design (though it debuffs your armour). Since the visible value is floored at -5 the problem could be you raising the value from something << -5 to something < -5, and thus no change in the visibles.

Maneuvering Jets to scale with propulsion - they don't linearly scale with propulsion though! Try Propulsion 0 and Propulsion 10 and see the difference.

Yes, you pay that cost every time you build them. Unlike e they do not scale with your population but rather your resource operations (bringing a third leg to cultures -> now you have s-rich societies, e-rich societies, and resource rich societies).

@Kraznaya: Like the background :).

I'm pretty sure these are actually bugs.

On the design USS Gadfly, I tried 2x Basic Fusion Core, 2x Coilgun, 2x Maneuvering Jets, 1x Gas Rockets, and 1x Pulse Drive.

With Propulsion 0 and Propulsion 10, Dodge remains stuck at 8.

I experimented with sticking 3 Radiators on it to see if it affected Heat Management, and nothing. Same with adding 3 of any of the Heat Management components. I have to conclude that Heat Management is either broken or wildly imbalanced. :p
 
I'm pretty sure these are actually bugs.

On the design USS Gadfly, I tried 2x Basic Fusion Core, 2x Coilgun, 2x Maneuvering Jets, 1x Gas Rockets, and 1x Pulse Drive.

With Propulsion 0 and Propulsion 10, Dodge remains stuck at 8.

I experimented with sticking 3 Radiators on it to see if it affected Heat Management, and nothing. Same with adding 3 of any of the Heat Management components. I have to conclude that Heat Management is either broken or wildly imbalanced. :p

hahaha I think you misunderstood heat management - the value there is the heat, so -5 is low heat, and the best value you can get, and adding heat management things obviously does nothing to increase something past its best value. Its Green to show that this is a good number.

Dunno what the problem is with dodge for you - for me at propulsion 0 the Gadfly has -1 dodge, at 5 it has 8, and at 10 it has 14. Are you using TESTV4?
 
Soo... What kind of sports are popular in the future?

I am asking this because I noticed that Sports League requires Weapons tech.
 
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