SLYNES - Swirly Lights Yonder, a Never Ending Story

Progress on the update shall continue tomorrow... and hopefully I'll have some more orders in by the time I get back to working on it!

Also, I still haven't made any progress on a new map style to minimize clutter. I'm thinking I'm going to use Daft's suggestion of using little triangles for fleets and such (and as I'm already using little squares for armies, it fits in nicely), but I'm so terrible with drawing programs that I don't know how to make a triangle other than freehand, and that just ends up looking awful. Any pointers from you image editing gurus? :)

Hmm I'm not too happy with my stories this time... Trying to be too clever I think.

I, for one, enjoyed them quite a bit.
 
Hletho
ECONOMY: 5.5e (+7.5e/turn)
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 3 (-1.5e/turn)
Rhetho - (G/B-B) - Strength: 100%
Tharaez - (G/F-O) - Strength: 100%
Hrkan - (I/F-T) - Strength: 100%
MILITARY: 1 (-0.5e/turn)
Army 1 - (I/E-R) - Strength: 100%
ARTIFACT: 1/50e
COLONIES:
"Haefar/Jolat" (I/D-R) : +1e/turn (value = 3e)
"Jiloh" (I/E-T) : +0.5e/turn (value = 2.5e)
"Vanaraej" (J/E-B) : +0.5e/turn (value = 2.5e)
"Taikhad" (H/E-T) : +0.5e/turn (value = 3.5e)
"Hulan" (I/C-B) : +0.5e/turn (value = 3.5e) {0.5e owned by Satellians}
TRADE: Satellians, Snud [+2e/turn]

Spending
As the benefits of rapid colonialism come to be widely known around Thaej, opportunistic clades, nations and other organizations begin to join in on or fund their own colonization efforts.

4.5e to rapidly building 3 colony ships so that I may use them this turn. They will be sent to 3 different systems.

The colony of Mihredan will be established on the largest of the small rocky planets orbiting tightly around the red dwarf Sirkhad (J/E-L).

The colony of Rhecon will be settled on an otherwise-barren rock orbiting Rikhad (I/E-B).

The a colony will be established on the nearly-habitable world of Aean, around the star Faekhad (H/E-R).

With increased awareness of the importance of defense in a rapidly growing region of known space, the Governing Council of the Thaej Alliance will approve the construction of its second military fleet.

1e to building the Military Startraveler Rhaeda and its support fleet of Vreta, Sesir I, and Sesir II craft.

Actions
Startraveler Rhetho will complete its first contact with the Chescani then travel to G/C-B.

Startraveler Tharaez will travel to G/G-R.

The Fleet of Military Startraveler Hrkan will complete its interactions with the Orindi then engage in an exploratory role, traveling to J/F.

Overall
Across Thaej, and to a lesser extent the larger colonies such as Haefar, a great interest in the potential new expansion is taking place. Mirroring the diaspora of Hletho out of the 'old world' of Hitheth and Hridan, into the 'new world' that composes the rest of Thaej, Hletho will race to establish themselves and form their legacies offworld. Legacy and mental inheritance are things of great importance to our species, and it is rapidly being realized how significant it is to be one of the early members of a growing new world community.
 
Just to let everyone know, if I don't receive last-minute orders in the next few hours, then I'll be doing whatever the heck I want with your civilization! :) You still have time, as I've done the PC races that I received orders for, and am working on the NPCs currently, but hurry it the hell up.
 
Nekopterans:
ECONOMY: 2.5e (+3e/turn)
DEVELOPMENT: 1e out of 1.5e [1.5e invested]
TECHNOLOGY: 2 [2/3]
STABILITY: 5
FLEETS: 0 (-0e/turn)
MILITARY: 0 (-0e/turn)

Orders: Continue solidifying social structure, spend money on tech expansion for an easier and safer existence.
Apologies for not sending earlier, internet is sporadic here.
 
Geskani Orders

ECONOMY: 2.5e (+2e/turn)
TECHNOLOGY: 3
STABILITY: 4
FLEETS: 5 (-1.5e/turn)
Spoiler:
Loyalist Fleet #1 - (H/B-B) - Strength: 100%
Loyalist Fleet #2 - (H/B-B) - Strength: 100%
Loyalist Fleet #3 - (G/C-T) - Strength: 100%
Loyalist Fleet #4 - (G/C-T) - Strength: 100%
Loyalist Fleet #5 - (G/B-B) - Strength: 100%

MILITARY: 2 (-1e/turn)
Spoiler:
Army 1 - (G/B-B) - Strength: 100%
Army 2 - (G/B-B) - Strength: 100%

Hold all ships in position. Have them pull back to Ges if faced by overwhelming opposition.
Invest all e into technology.
Allow the Hletho to go on their way when contact is concluded.
Finish the uprising and destroy the Singularity.
 
Taking a break, resuming work later tonight. Progress is going as well as I could have hoped.

@Frozen In Ice: Heard from Thlayli, who wants to keep playing but I guess just doesn't have time at the moment, so I'll be NPCing the Capricocials for at least this turn if not longer. I'll have to put off my attempt at a Capricocial response to your first contact until after the update, probably, but I'll have my in-character explanations for it so don't you worry!

EDIT: By the way, I'm not taking any new orders after this point, but stories are always welcome at all times.
 
Looking forward to it, Bil!

@Frozen In Ice I hope you have something fun to do soon. For bipeds your race seems quite interesting :)

Lord_Iggy said:
4.5e to rapidly building 3 colony ships so that I may use them this turn. They will be sent to 3 different systems.

@Bil I have a problem with this! Can we say that all new colony building costs 1.5e, then? I've been wasting money before just by using a different approach... Sneaky Iggy:p

You can't sacrifice ships to expand an already-established colony, right?
 
@Bil I have a problem with this! Can we say that all new colony building costs 1.5e, then? I've been wasting money before just by using a different approach... Sneaky Iggy:p

You can't sacrifice ships to expand an already-established colony, right?

I don't know. I just don't know. I kind of don't like it, either. Rule revisions will probably happen, but who knows what to do about it. I definitely don't want people expanding colonies with fleets, though. Maybe it's already happened, but I can't recall. I don't know. I'll figure it out.
 
Well Iggy has pointed out to me that the 1.5e method (1e for a fleet, 0.5e to use it immediately, then sacrifice it for a colony) only works within a short distance. For colonies elsewhere, you'd probably be paying more than 2e by the time your colony ship gets there. And if you sacrifice your explorer ship, then you can't keep on exploring! So really, I'm not sure theres a problem. I'm just resenting Iggy's vast economy expansion again. Anyway, I think doing things inefficiently is quite in-character for my species.

@Frozen In Ice I'm working on that, I hope to meet the Iokulu this turn.
 
I wouldn't worry too much about this... I did describe this to you a while ago and you didn't seem to have issue with it. At any rate, it's only cost effective for systems within one turn's travel of your construction facilities, and I picture it as a kind of rushed, less thoroughly organized action.
 
System I/C-T: Snuddian-Satellian Mercantile Relations Hub

Hunf was relieved to be back in familiar surroundings. The big new ship was fun and all, but well, it just wasn't his scene. He'd failed to make any new business arrangements during his trip, as the Satellians seemed a little too preoccupied, or perhaps intoxicated, it was hard to tell. It didn't help that he'd been feeling a little nauseous the whole time. He also felt something bordering on resentment for all the attention the new ship was getting from the Satellian news networks. It was currently hovering not far from the Hub, but due to disappear off to Sneed in a few days. Hunf had a 'place of respect' on the trip, he'd been told, if he changed his mind about accepting it, which he didn't think he would.

Here he was in the Snuddian-Satellian Mercantile Relations Hub, generating wealth for both their species, a true Snuddian triumph and landmark in the history of inter-stellar economics, yet the Satellians hardly seemed to recognise this at all. But the important fact was that it was profitable; the station had already covered its construction costs and was now generating a healthy income. Satellian ships of all kinds were regular visitors, some of them now virtual employees of the new Snuddian corporations. The Satellian 'authorities' had eventually contributed a few token gestures of cooperation; a couple of Walker-Rockets, forty-metre mechanical space insects, were magnetically attached to the outer rim of the station. They were supposed to help with all kinds of maintenance and cargo-related tasks, but strangely only seemed to work reliably when one of the Satellians was visiting the station. They were now used mainly to balance out any wobbles in the hub's rotation.

After catching up with his fellow Snuds, Hunf was about to settle into his assigned notch for some rest when a priority message came though: a mentally-disturbed Satellian was currently on the run, considered hazardous, especially because this one had some technical skills. The thought of a one-ton psychotic alien seemed both frightening and ridiculous. Space was certainly full of surprises. Hunf checked the status of the internal security pods before finally settling down for a well-earned rest.

System I/D-R: Planet Haefar

After the initial bout of material exchanges between the Satellians and Hletho, things had slackened slightly. It seemed the Satellians had all the metals they needed for the time being, and there was only so much of their mechanical and tunnelling equipment that the Hletho could make use of at once. The main requests from the Satellians were now for things relating to fleet maintenance: power cells, electronic components, construction gear, and various space-born drones; one Satellian Heavy-Duty Lander had just taken off from Haefar with a full cargo load of Zir craft. Satellian technology was fairly modular in nature, in many ways similar to and surprisingly compatible with its Hletho equivalent, though the Satellians seemed far less organised when it came to technical standards; this was one of the reasons why they were content to adapt their own gear to incorporate Hletho technology wholesale, rather than the other way around.

Some Satellian ships were coming to the miraculous twin planets of Haefar and Joliat just to see them; token goods were exchanged, after which the Satellians pilots seemed to have fun experimenting with different orbits around the twin planets, sometimes being politely reprimanded by the Hletho for their antics. At any time there was usually at least one Satellian tourist-vessel parked in the centre of gravity between the two worlds. Each of the planets loomed large in the other's skies, which the Satellians found pleasantly reminiscent of the gas-giant Ahrmm as seen from their home-moons.

Exchanges of a more scientific nature were also taking place. A large Satellian Lander was now touching down on Haefar with a cargo of deep-crust rock samples from the inhabited worlds of Hmmaiaa, Maraa, Ulumm-Bukk, and Mmaru-Mu. It also carried stacks of microbial samples from five different alien ecosystems. As the dust cleared, a ten-limbed Satellian occupant emerged to help the Hletho with the unpacking. This individual was one that the current operator of the landing-beacon had met several times before.

'Teeka Takk Tekka Takk!'

Vorsa Bren noted some changes to Hurronnue since their last meeting. His eyes were goggle-less, some kind of bandage covered one of his front paws, and another asymmetric pair of antennae had grown up between the four mechanical arms on his back, providing plenty of paw-holds for the smaller and rather more animated Satellian that was riding ontop of him. The youngster had only four limbs, a thinner and more tapering torso, comparatively-large eyes and mouthparts, and seemed to be swivelling round excitedly in order to take in its surroundings.

'Cheers, Orrsaa Brenn' - evidently this Satellian had learned to recognise her, which was unusual, and he was also able to pronounce her name fairly well, albeit in slow-motion - 'I hope you don't mind, I brought one of my younger relations along for the adventure. This is Ghurue Juonnue. She is... Lets see now... The daughter, of the daughter, of my half-sister. Hmm... Would you Helehho have a specific term for that relationship?'

'A third-generation descendent of one of your parents?' Bren was unsure about the nature of the question, as she was about the alien interpretation of 'adventure', but she found herself wondering just how tangled the Jahahunoun family trees could get. It seemed they often lived long enough to meet their own fifth-generation descendents, at which point these were considered viable mating partners, assuming that healthy genetic variety had been introduced by that stage, though there seemed to be several conflicting social conventions about that. As for the Sanudo, they seemed to have rather fewer conventions. The reproduction methods of these hermaphrodite races were certainly interesting.

'Yes... Hmm, anyway...'

'You are most welcome -'

'Teeka Takk Tekka Takk!' added Jounnue. Bren thought that the youngster was attempting to imitate the sound of Hletho laughter in slow-motion, though she was unsure why.

'I believe Juonnue has something for you...'

Hurronnue lowered himself and leant forwards. Juonnue held out a miniature paw, no bigger than the end of a Hletho arm, containing a small sparkling object. Bren, realising the visitors wished her to receive the object, delicately reached up with one of her limbs to grasp it, and brought it closer to her eyes for closer inspection. It was small sculpture of sorts, perhaps purely abstract, or an artistic interpretation of some alien flying animal. It appeared to be made of lightweight metal, perhaps aluminium, with coatings of what appeared to be gold and silver.

'Teeka Takk!' Juonnue now seemed to be bouncing up and down on Hurronnue's back. 'I saw it my dream. Hurronnue taught me how to sculpt metal.'

'And she taught me - I was the only one to burn myself on the heating rod, hmmah...'

Bren noted that the youngster talked in a higher pitch and rather more rapidly than the other Jahahunoun voices she'd heard. And there was the concept of dreaming again. Interesting.
 
Awesome story Daft!

Introducing the plans for the latest in Hlethan shipbuilding:

hlethannavy.png
 
If someone gets too powerful you could always just create debilitating events to even the galactic playing field or something to that effect. As much as I hate to be biased against Iggy, it is rather unsettling that he is so powerful.
 
Of course. :) And as the mod, Bil has prerogative to do anything he wants, so whatever you think spins a good narrative is fair game.
 
Well Iggy has pointed out to me that the 1.5e method (1e for a fleet, 0.5e to use it immediately, then sacrifice it for a colony) only works within a short distance. For colonies elsewhere, you'd probably be paying more than 2e by the time your colony ship gets there. And if you sacrifice your explorer ship, then you can't keep on exploring! So really, I'm not sure theres a problem. I'm just resenting Iggy's vast economy expansion again. Anyway, I think doing things inefficiently is quite in-character for my species.

I wouldn't worry too much about this... I did describe this to you a while ago and you didn't seem to have issue with it. At any rate, it's only cost effective for systems within one turn's travel of your construction facilities, and I picture it as a kind of rushed, less thoroughly organized action.

Yeah, I didn't have a problem with it because I thought the same thing about the distance limits. But distance limits aren't actually that limiting. Even a Tech Level 2 jump is pretty far (though, that reminds me; one of your rushed colony fleets wouldn't be able to make it as far as you're sending it with Tech 2 jumps), and many species are Tech 3 now, which increases the range even farther. The ranges definitely aren't as limiting as one might think. Still, though, I don't think I'm going to necessarily restrict it at this point. If it gets really out of hand, I'm going to change the rule. For now, it should be okay.

If someone gets too powerful you could always just create debilitating events to even the galactic playing field or something to that effect. As much as I hate to be biased against Iggy, it is rather unsettling that he is so powerful.

Of course. :) And as the mod, Bil has prerogative to do anything he wants, so whatever you think spins a good narrative is fair game.

While the Hlethan rise to wealth and power is as surprising and disturbing to me as it is to all of you (;)), I won't ever purposefully damage a civilization just to keep them from becoming too powerful. If you guys are that worried about the Hletho dominating the galaxy, maybe you should stop them yourselves! :p
 
Which of my colony efforts can't reach? I was under the impression that everything was safely within range.
 
The one going most core-ward is about a "jump range" too far for Tech Level 2. I'll remind you that this isn't an exact science, and based on my eyeballing of the map, but that's about how it looks to me. Feel free to alter the destination, if you so please.
 
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