Pre-SysNES2: Beta-testing and Submission

8. Azale: This is okay, certainly an interesting base. Freedom as a value is wholly out of place, and I'm going to veto taking Horrible Start with Farmers and Ecopoetic. Once you choose replacements for those two this would be a fine entry.

Yea, it was hard for me to shoehorn Freedom with the other values and traits, but I felt compelled :p

I will replace Freedom with Society
I will remove Ecopoetic and replace with Understanding of the Transcendent physics of one of the drive types (Burst, Manifold, Charm, Twist).
 
Yea, it was hard for me to shoehorn Freedom with the other values and traits, but I felt compelled :p

I will replace Freedom with Society
I will remove Ecopoetic and replace with Understanding of the Transcendent physics of one of the drive types (Burst, Manifold, Charm, Twist).

So this faction, which have been hanging out and having introverted fun on their singular world for ages and ages, somehow are really good at IS ships? :p
 
It makes sense. They were on drugs.
 
4. SymD: very nice, I really like the concept, though I have to say it really seems like they value Power more than Freedom and they'd probably be more outwardly divergent from baseline with Advancer depending on the world. Also have they recently arrived or is their world in the Segmentum Alnitahium where they've been hiding for a long time?
I was waffling on whether they'd be Freedom or Society because of how strange Eudaimonia is in application, but I suppose Power works—albeit not really in the SMAC interpretation.

You'd right on divergence though it's more a matter of personal taste; one of the ways I justified Advancer weakness to biowar is their homogeneity due to trying to fit a lot of these adaptations into a baseline-looking frame. (Weird cultural affinity due to adopting classical virtues?) Overall they're sort of a mix of Hamilton's Advancers and Highers on this point, minus the crazy gadgetry of the latter.

I thought it was fairly clear they'd been there for a long, long time...

Anyway, made edits and reposted.
 
By the way, I dropped Data Trader and took Gregarious and Boost to Social instead.
 
So this faction, which have been hanging out and having introverted fun on their singular world for ages and ages, somehow are really good at IS ships? :p

Aye, I'm having a hard time finding the exact right rp fits!

Let's try +2 to a tech field at start and 10% reduced cost to the field.
 
Hank

Description:
It was in the fiery midst of the Apeilic-Dathic War that Hank-Sober Shipping was first established. A small consortium of those who had both the foresight to see what was coming their way and the acumen to make a business out of it, these individuals set out to evacuate Datha and the home moons, establishing a foothold for colonization in the dust-clouded fringes of the Flame Nebula. Arriving just before the opening of a veritable floodgate of refugees, these early arrivals were quick to establish a shipping connection back to Datha, becoming responsible for the transport of many of the refugee generation to their new homes in the Segmentum Altinahum. These regular shipments of humans and supplies remained in operation until the burning of the Datha itself, and the dissolution of the Commonwealth. It was during this dark time that the refugee populations, now cut off from their one critical supply route, found themselves faced with the harsh realities of life. Many of these groups, alien to such things as impoverishment and hardship, perished in the midst of the crisis, their desperate pleas for aid lost amidst the far-greater events of the day.

The consortium, effectively decapitated by the destruction of its command structure on Datha, found itself in a similarly difficult position. These survivors, based on the planet colloquially referred to as ‘Hank’, after their deceased co-founder, attempted to take the matter of their survival into their own hands. Some established subsistence farms. Others made use of their remaining shipping fleet to maintain contact with their surviving neighbours, and a life-preserving trade network. Some even took to mining, providing metals and various minerals to exchange with said neighbours in order to make up their planet’s food deficit. The planet maintained a semblance of organization, maintaining a government that has gradually developed into a rather decentralized and hands-off monarchy. As civilization approached its nadir, the modern Hankish identity began to emerge. Very much shaped by the environment of their rather poor, but well-positioned planet, those who thrived on Hank were those who could do a lot with very little, and held a skilled merchant sense. In more recent, and prosperous, years, Hankish traders have established runs across most of the region. They serve as deliverers of resources, middlemen of exchange, and occasional mercenaries. On their homeworld, they tend to live in widely-scattered settlements, occasionally congregating around upstart mines and manufacturing cities. In these rare few centers, we may catch a glimpse of Hank’s future- with newer high-efficiency haulers constantly under development, there seems to be little backing away from their adopted mercantile way of life.

Values:
Survival and Wealth

Traits:
2 - Frontiersmen: people will move to low population areas and are more mobile
2 - Skilled traders: Merchants cost less to make, bonus to commercial operations
3 - Mining Engineers: Extra minerals from mines and boreholes, +5% to materials research
1 - Natural Pilots: Small ships have +1 dodge, large ships +1 Int
1 - Ascetic: Less social stress, food consumption, decreased rate of talent generation.
1 - Open: gain s bonus from trade, knowledge will be leaked to other civilisations.
-2 - Horrible Start: muahahahahha
-1 - Hate Oceans

I would write more details about the planet, but I kind of have to wait on you for that, Dis. I can change what few details I have put in at your request. Also, does hating oceans mean that we can’t settle on any planet with oceans, or just that we can’t settle on a world that is entirely oceanic?
 
I decided Insular made sense with Aggressive and the general feel instead of Horrible Start, since Praxzen physio-cultural values are rather demanding. Edited and reorganized the submission some as a result to fit, decided it’d be best to repost:

NOMENCLATURE
Formal Name: The Praxzen Bureaucracy
Pronounciation: præksˈzɛn, praks-zen
Noun: Praxzens
Adjective: Praxzen

GOVERNMENT and CULTURE
Power Structure: Unitary
Power Source: Oligarchy (Aristocracy: Noocracy: Meritocratic Sophocracy/Technocracy; limited Democratic elements)
Elective System: Merit/Voluntary
Legal System: Republic (Semi-Presidential; Non-Constitutional)
Priorities: Arête, Transhumanism, Eudaimonia, Choice, Stoicism, Pragmatism
Religion: Highly variable; Eupraxophic, Atheist, Agnostic dominate; Personal Denominations common

SOCIETY and TRAITS
Type: Dark Age Hider
Values:
  • Survival
  • Power
Traits:
  • Aggressive (-1): If you find yourself sharing a world your population will start being dicks. Also chance to mob the specialist teams of other players you might be using.
    [*]Insular (-2): Immigration is rejected by society.
    [*]Poor Safety Culture (-2): armor less effective, habitats less bomb resistant, construction limit is one less.
    [*]Advancer (+6): Higher food and resource consumption, reduced cost of adaption, faster rate of talent production, ships have +2 Int, armies have extra attack, better biological warfare rolls but weak to them, +10% Biotech research.
    [*]Superior Genetics x3 (+6): Faster rate of talent generation (will reduced population growth), higher talent limit, increased food and resource consumption, +5% to social research. Can be taken up to three times.
The genesis of the Praxzen is long forgotten. Legend suggests their roots lay deep in the Human clade's record, back into the lost history of old Earth, but such tales are often dismissed as mere myth. Many among their numbers claim descent from pioneers of the dawn of the First Age, when cutthroat civilian competition fed off of military advancements in geneering, wetware, and biononics to produce a compulsive evolutionary arms-race; others contend their origins lay somewhere in the Second Age, as a physical embodiment of eudaimonic ideals and personal arete. The eldest of the Praxzen—how old they will not say—speak little of such matters. What is clear is that the Praxzens survived into the Third Age, but to no great acclaim in or anywhere near Segmentum Alnitahium.

The Praxzen Bureaucracy is an isolated offshoot of whatever greater Praxzen movement existed before the Tumult recently emerged from hiding—given their state of advancement, it is clear that they did in fact originate in at least the Second Age. The scraps of data in their networks dating back to the Tumult and scant commentary from their elder members indicate their current abode is a product of circumstance rather than choice. When the moons and worlds were sundered amid washes of energy this Praxzen outpost, a sort of storage depot and research facility, survived by virtue of its relatively low-tech nature (the Praxzens, although not anti-materialist, view technology for what it is: merely a tool). Although not an entirely unpleasant world, its modest trappings have grated on Praxzen sensibilities for over two millennia, and prompted them to hone and execute their ideology all the more feverishly.

Praxzens possess an extensively modified, refactored, optimized, redundant, and augmented genetic code, sharing few sequences in common with baseline Humans. While they may generally look and act like others of their clade (a lingering fascination with classical perfection and the majority of optimization being done with it in mind), many of them have opted for wilder variants on the baseline theme to personal taste, some appearing wholly strange and different. Regardless, even the least important members of their society possess bodies that have more in common with high-end military-grade bioshells from beyond Segmentum Alnitahium than anything like a baseline. They are supremely adaptable and exceedingly difficult to disable or kill due to their modifications, even in what baselines would consider fairly hazardous environments. Cybernetics and wetware usage is low and relatively simplistic considering inheritable bionanonic attributes, but slowly on the rise.

While not by any means indestructible (and suffering from something of a homogeneity problem in their augmentations), their cavalier attitude toward personal injury and danger has only bolstered their philosophy of self-reliance, with some interesting repercussions on safety standards (often overlooked in favor of raw functionality) and outlook toward other members of the Human clade. While not overtly hostile abroad, they tend to view other Humans in their environments at best as a squishy nuisance and at worst as vermin, and hold a dim view toward integration with baselines—too fragile, too graceless, too slow. Unless, of course, said baselines are interested in upgrading to Praxzen physical standards (or somehow already possess the equivalent) and, more importantly, meeting their societal standards. In their experience, few are. Praxzen émigrés and expats are rather rare, but tend not to carry such stigmas with them; likewise, when abroad, traders, diplomats, et al do not demonstrate much bias, with a general attitude that outsiders are free to do what they want in their own space.

Biological and bionanonic perfection is of course only one attribute of the Praxzens’ pursuit of excellence. Their focus on arête and eudaimonia has produced a culture in which the best and the brightest lead, nominally chosen by those who choose to educate themselves sufficiently to have an informed political opinion. Such matters are not, however, considered the civic duty of a Praxzen—Praxzens are largely free to choose and follow whatever calling they desire, so long as they dedicate themselves to it and pursue it with passion and verve. With the exception of this unimpeachable right to choice, they are largely pragmatic and stoic, conditioned to endure by their millennia-long imprisonment, and their government hardly ever intervenes in personal affairs or dealings, adopting a highly strategic view. This is not to say that they are by any definition honorable: although virtue, loyalty, and righteousness are greatly cherished, it is recognized that the arts of deception and cunning may also be pursued with excellence. Mercy, forgiveness, self-effacement, and so-called altruism are not typical, and usually motivated by practical concerns. Personal power—agency—and to some degree the power of the Praxzen ideology are key objectives espoused both on the individual and societal level.

After ages of eavesdropping on the mindless chatter of the teeming masses of Humanity, the Praxzen have determined that the time for reemergence and expansion is right. They view the overwatch of the Apeilic Iris as an eventual route out of this backwater, the war with the Dathics as a historical triviality, and whatever other sundry denizens there might be of Segmentum Alnitahium in a rather utilitarian light: all stepping stones in returning their point of view to galactic prominence.
 
I was waffling on whether they'd be Freedom or Society because of how strange Eudaimonia is in application, but I suppose Power works—albeit not really in the SMAC interpretation.

You'd right on divergence though it's more a matter of personal taste; one of the ways I justified Advancer weakness to biowar is their homogeneity due to trying to fit a lot of these adaptations into a baseline-looking frame. (Weird cultural affinity due to adopting classical virtues?) Overall they're sort of a mix of Hamilton's Advancers and Highers on this point, minus the crazy gadgetry of the latter.

I thought it was fairly clear they'd been there for a long, long time...

Yeah I didn't get if they'd been hiding out for a long time and moved to the Segmentum or were hiding out there.

Diversity in the visible phenotype has little congruence to diversity in the genotype - you can look pretty crazy on the outside whilst having less biochemical diversity (which is what diseases prey on) than a random bunch of baselines.

Hank
I would write more details about the planet, but I kind of have to wait on you for that, Dis. I can change what few details I have put in at your request. Also, does hating oceans mean that we can’t settle on any planet with oceans, or just that we can’t settle on a world that is entirely oceanic?

Worlds have multiple slots, the population movement function for you guys will be strongly weighted against moving to slots with seas or oceans.

Also I'd recommend against horrible start, it'll gel horribly (heh) with your concept. In fact I'm going to ask you to change it please. Also FYI I will make fun of their name several times each update.

The Quasi

The Quasi originated on a small fleet of ships which drifted together through the emptiness of space, long after the fall of the empire that had sent them out. With the crew and colonists deep in cryogenic sleep, the Automated systems of the ships, all slaved to the Quasi, the flagship, continued on their mission to find an inhabitable planet for the population. However, as the ages past, and no suitable planet was found, the ships slowly broke down, until, finally, the on board AI come to the conclusion that finding an optimal planet was second in priority to the safety of it's cargo. And so, re-adapting the terraforming drones the ships were equipped with, the Quasi converted a series of asteroids in the Oort cloud of the next system it encountered into a series of habitable, though not very comfortable, colonies.

Values: Freedom, Society


Traits:
Zero-G Agility (1)
Natural Pilots (1)
Financially Savvy (2)
Resistant to Thin Atmosphere (2)
Like Low Gravity (1)
Spaceborn (2)

Negative Traits
Vulnerable to toxins (-2)
Hate Snow (-1)

This is an interesting submission, but I do warn you taking the habitat affinities and Spaceborn is rather counter productive. Since your description specifically mentions terraforming planets I'd remove spaceborn for something else. I would also rather like more description on why they have this trait combination, and how they run themselves day to day. I'm also interested in why these fringe generation ship colonists are financially savvy?

Remember everyone, some traits become rather meaningless if everyone has them :lol:

Iggys and berubergs are approved because they're different to the already approved cultures.
 
7. Frozen in Ice: I like this one a lot! By the way, Toxins is chemical problems whilst Poisons are the biological ones, and from the description I think you mean to be weak to the latter?

Yes, vulnerbility to piosons akes more sense, I'll take that. FYI poisons aren't listed as an option in traits, so I didn't even know about it:p.
 
Yes, vulnerbility to piosons akes more sense, I'll take that. FYI poisons aren't listed as an option in traits, so I didn't even know about it:p.

Well Poop, POOP I SAY!

Anyhoo

CALCULATORS: THE NEXT GENERATION

As before, testing to destruction is encouraged!

ShipDesigner2_TEST2.xlsx ship designer with the dodge et al negative numbers bug broken, you should be able to have negative dodge and armour.

BattleCalc_TESTV2.xlsx Battle calculator has had ground combat, army healing, and army specific EW options added.

ArmyDesigner_TESTV2.xlsx The first crack at how to build you own armies. Unlike ships, armies are built up over time and you always start by adding a single division. Armies are thus valuable and precious, don't mess them up.

For a bit more info on armies and army actions, here is a comprehensive list. The precedence order of different armies wanting to do conflicting things is determined by INT scores.
Spoiler Army Actions :

Army Actions List (Action Points Needed)
Moving to a different slot on the planet (1)
Moving to a slot with a planet-moon system (2)
Moving to a slot on a different planet in the same system (3)
Getting on a ship transport (1)
Getting off a ship transport (1)

Performing Police Duties (1)
Making an EW action (1)
Looting a base (1)
Build Bunkers of level X (1-3)
Assist Adjacent army with healing (1)
Heal itself (1)

Defending the Slot they are in (0)
Distant Defending an Adjacent Slot (1)
Adding their distant defence roll to an adjacent friendly defending army (1)

Attacking an adjacent slot (1)
Distant attacking an Adjacent Slot to force an enemy to retreat (does not occupy vacated slot) (1)
Adding their distant attack roll to an adjacent friendly army making a normal attack (1)
 
Worlds have multiple slots, the population movement function for you guys will be strongly weighted against moving to slots with seas or oceans.
Okay, that makes sense.

Also I'd recommend against horrible start, it'll gel horribly (heh) with your concept. In fact I'm going to ask you to change it please. Also FYI I will make fun of their name several times each update.
Okay, I'd assumed that 'Horrible Start' would give me a marginal homeworld or something like that, but I'd trust you to know better than me in matters of your moderation. ;)

I've changed my traits to:

2 - Skilled traders: Merchants cost less to make, bonus to commercial operations
3 - Mining Engineers: Extra minerals from mines and boreholes, +5% to materials research
1 - Natural Pilots: Small ships have +1 dodge, large ships +1 Int
1 - Ascetic: Less social stress, food consumption, decreased rate of talent generation.
1 - Open: gain s bonus from trade, knowledge will be leaked to other civilisations.
-1 - Hate Oceans

So Frontiersmen and Horrible Start have each been removed.

Iggys and berubergs are approved because they're different to the already approved cultures.
Yay! I'll write more soon!
 
A redone map of the actual game space, showing the low energy traverse topology (i.e. what one can do with burst and manifold drives) and the subsectors that topology and the positions in space create. Each traverse link here will be resolved within a single turn.

On the other hand is the rather messy diagram of the additional high energy traverses that suitably overclocked twist and charm drives could potentially perform. Linkages here can be multi-turn, but will always be faster than taking a sequence of low energy jumps. This will hopefully create some interesting strategic pay-offs. And yes, Obscurum Alpha is so deep in the nebula it can only be reached by a high energy traverse.

Where People will start off:

Spinward
  • The highest density of NPCs
  • The Quasi
  • The Corans
  • [Insert society whenever Matt0088 stops dicking around and settles on a name]

The Forest
  • Rest of the NPCs
  • Csserians
  • Standard Confederacy
  • Seffassians
  • Thorpe Tyrar
  • Prexzen

Alnitah Subsector
  • The Iris Consul
  • Hankish
  • Dardareo

The Handmaidens
  • The Ilosians
  • The Deluge
 
newmapw.png
 
Spinward
  • The highest density of NPCs
  • The Quasi
  • The Corans
  • [Insert society whenever Matt0088 stops dicking around and settles on a name]

Has Stable Biospheres

Wonderful.
 
Im still getting a negative number four dodge when I believe I should be getting a positive number. All I did was add a bunch of ion drives, that should add dodge right?
 
Im still getting a negative number four dodge when I believe I should be getting a positive number. All I did was add a bunch of ion drives, that should add dodge right?

Some IP drives give extra dodge, an ion drive is not one of them. By adding more drives you're increasing the size and mass of the ship, which will cause the negative dodge.
 
The map looks very sexy indeed.

By the way, I've been working on editing my description and I'm hearing conflicting information from #nes denizens on what "Insular" represents. I took it to mean a rejection of alien immigrants to worlds controlled by the polity, but a different interpretation would read it as a societal rejection of emigration offworld from the home planet. Can you please clarify?
 
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