SLYNES - Swirly Lights Yonder, a Never Ending Story

Well, if we're going into that, I will note that the Hletho's secondary manipulators are its three tongues, so... yeah. :p
 
This conversation is kind of pointless. IC, we haven't met anyone yet. We're isolated and probably don't even know for sure whether life exists in the galaxy besides our own.
 
Agreed, I think it's just idle chat- although it has helped in fleshing out our descriptions of creatures a little more.
 
If anything, by defining them on a "slimy" and "unslimy" basis, which is arguably the most important trait of all. I'm actually completely basing everyones' capabilities on whether or not they're slimy. :)
 
Agreed, I think it's just idle chat- although it has helped in fleshing out our descriptions of creatures a little more.

Indeed. I have developed numerous ideas about the background of the species, and will post that when it becomes a little more relevant. I'm pretty sure people are tired of hearing about the space bugs.

@Bil: AWESOME! We're all looking forward to it.
 
I actually moved them, considering he said "anywhere in the 'north-west' of the galaxy" (more or less), and I wanted to spread things out a little better. You would have had to have visited each other, anyway, in order to make contact.

Minimalist stats are in order, exploration events in order (and hopefully will not suck! :)), and now it's on to fleshing out the story-driven aspect of the update. Expect it within the next hour or two (barring interruptions while I'm here at work!).
 
UPDATE ZERO


Since the dawn of time, there has probably been life, though likely not ever as we could understand it. Consciousness is, perhaps, the most mysterious biological evolution of all, even stranger than glowing people, lightning frogs, or a race of independent, colonial, single-celled organisms. The fact that any of them at all, or anything ever, one day looked around and thought, "Hey... this is pretty cool," is mind-blowing. It has been something close to thirteen-and-a-half billion years since the universe popped out of its state of singularity, expanding quite far, quite fast, and acting in an utterly chaotic and yet productive way. Now, biological life is common (relatively speaking) and even fairly intelligent, being able to actually wonder about the stars and perhaps even travel between them.

This is where our story begins, not with the first interstellar travels, and hopefully not the last... but rather, with just some of them, maybe somewhere in the middle, all looking up at the stars at about the same time and thinking, "I wonder what's up there? I better go find out..."

Interstellar travel, however you achieve it, is one of the most vast undertakings that a species could ever hope to achieve. The amount of power needed to circumvent relativity, and other inconvenient yet necessary laws of physics such as that, is mind-boggling, and some people about the galaxy have even failed to achieve a level of energy output to produce such an effect. Regardless, those that have built whatever kind of device it is they use to travel between the stars have found... well, a lot of not much at all. For light-years all around, they find dead worlds; lifeless, barren, and somehow utterly lacking in any kind of economic or productive value, these rocks serve them no function. Sure, some of them tried building bases anyway, setting up little domed colonies here and there, only to realize that with no return on their investment, they really only suffer from it. It has reached the point now that, for those who can walk among the stars like gods, they must venture far and wide to find their next home.

Meanwhile, those that so far lack the capacity to travel en masses between stars (that is, they might have ships, but one ship isn't going to do much for settling a productive colony several thousand light-years away), must instead spend their efforts on pooling their resources and building these vehicles, for the good of their people.

As long as these civilizations can hold themselves together as they travel further and further from their homes, they should do reasonably well, one can only assume. That is, of course, as long as the other civilizations of the galaxy are even willing to coexist with them; war is always an option, no matter how far along your people might come from their primitive and possibly barbaric roots, and no matter how lacking in a warlike predisposition your people might be, there is always war. Equally so, there is always peace, and perhaps some day there might be a great, cosmic alliance of some kind, where all are equal and the same. Alternatively, maybe they'll all go extinct, and the universe will have to wait a little while longer before another chance at grand, galactic civilization is possible. That, of course, will all be up to the races at hand, and to perhaps a slightly lesser extent, to fate, luck, the gods, or some other wild and unreasonable aspect of chance and favor that presides over this galaxy.



Spoiler RULES! :
While playing this game, the most important thing to remember is that this is a story-driven NES, and thus, the stories that you write will have a considerable weight resting on the future of your civilization. Purely for the sake of balance and control, every civilization carries with it a simple set of stats that will guide you toward creating plans of expansion, trade, domination, diplomacy, and whatever else you might want to do. These stats only exist to show you a generalized status of your civilization, and to offer a rough guideline of what is acceptable for your people to do every turn. A brief, conceptual description of every stat follows:

ECONOMY: The foundation of every civilization is centered on some form of economy, regardless of their outlook on money or wealth in general; you can't build starships without material resources, you can't have material resources without miners and fabricators, and you can't have miners and fabricators without food, which you can't have without farmers. Even if nobody is getting paid, and they're all doing it because they just want to help out or they're controlled by some sort of over-mind, they have to have some sort of economic structure in place as far as how the materials are procured, supplied, modified, fabricated, grown, built, operated, etc. Your economy is what controls your growth and development. What you start with is what your homeworld is capable of producing at the start of the game, and the only ways to increase the available economy is by settling/capturing new worlds, trading with other civilizations, and possibly through sheer luck (though this is rare). I want to note that every race you trade with will grant you +1e (for both sides involved) to use for whatever you want starting the next turn. Be aware that I know full and well that this will not be as beneficial as conquering planets; war is costly, anyway, and you're not really gaining as much through a few merchant ships as you would through controlling all of their planets (that is to say, if you invaded another race, you could gain much, much more from conquering each planet, but it would also cost you a lot; if you traded with them, you won't gain nearly as much, but it's steady income nonetheless and isn't costing you anything).

TECHNOLOGY: Most species start at Level 1 (barring a certain mucky species), which represents a level of development capable of producing vehicles that may operate safely in space, as well as the circumventing of the laws of relatively. This point is free for every race (including that certain mucky species, should they ever want to develop the technology), but any further advancement will cost 'e' or 'economy points'. To reach Level 2, a civilization must spend a total of 2e (which can be spent in pieces, i.e. one per turn, if needed), to reach Level 3 they must spend an additional 3e, and so forth. While there might not be an immediately obvious benefit of technology, it actually does serve several meaningful purposes. Firstly, it will represent your advancement in interstellar technology, meaning that when you decide to move a fleet from one location to another, depending on the distance and your technology level, you might not reach it in one turn. For the most part, this will not come up a lot, and there is no numerical scale at which this functions (it's based on my judgement, and as I said, won't come up often). A more important aspect of technology will involve war (in both space and ground battles), and more specifically, how much of an advantage you will have over your opponent if your technology level is higher than their's (again, no specific scale, but rather based on my judgement, so please trust me!). Possibly the most important aspect of technology will be that, upon completion of every tech level, you will receive an immediate return of 1e to your economy, representing an increase in productivity thanks to new developments. Finally, and perhaps the most exciting aspect of technology, will only happen every so often and at specific levels; you will get some special options for things that your civilization can achieve. I also want to note that it is possible to sell, trade, or bestow technology on other civilizations that you might be friendly with, and that it will be possible (though not entirely common) for an invading force to salvage some of your left behind technology for their own benefit (if you're higher in level than they are). If you want to give a tech level to a friend, it will cost you 1e per tech level (and, of course, your tech level will not decrease, though their's, of course, will increase) to represent the fact that you must not only provide the basic principles of that tech level, but your civilization must also provide a considerable amount of resources and technical expertise in order for the receiving race to be able to incorporate alien technology into their own usage. You can request compensation, however much you wish, and in whatever form you wish; this all falls to diplomacy, and is entirely up to you as to what goes on in this transaction, if anything.

STABILITY: Your stability is a measurement of how well your civilization is holding together. It can range from zero to ten, with zero being utter chaos (beyond civil war; think riots in every city on every planet, and the cops can't keep on top of any of it for the time being) and ten being perfect harmony. This stat is a little more arbitrary to start, because I guessed it out of your own description of your race (and will give a more detailed explanation of why your stability is what it is in your initial stat update). Also based on your species' disposition (as you described it to me), there will be a chance that your civilization might spontaneously stablize or destablize on its own. Otherwise, it costs money to force stability, and anything from war (if you're peaceful, or if you're losing) to peace (if you're warlike) to ignoring an ally (if you're loyal) to having close ties with another civilization at all (if you're isolationist) to random events and so forth. Stability mostly exists to keep things interesting, so that your civilization isn't always just moving forward (every empire, no matter how powerful, has to collapse some day, doesn't it? Prove me wrong! ;)). If you want to improve your stability, you can either start doing things your people like, or you can basically pay to keep them in line (through propaganda, strict law enforcement, etc.) by sacrificing 2e (as a one-shot cost, not a turn-by-turn price) to improve it by one point. Stability, if very low, will increase the chances of colonies rebelling (or even a rebellion to overthrow the home government) and will also have a chance of decreasing your economy for that turn (determined randomly). If very high, you won't have any problems, but it might get expensive to keep this up depending on circumstances.

FLEETS: Fleets are incredibly important to expanding your civilization, even if you don't technically have them ([cough]Fuschia[/cough]). Most people start with one (or even two, depending on the nature of your civilization), but some don't have any (again, depending on your civilization). Before I get into the meat of explaining how fleets work, I want to explain to you what "fleets" means: Having zero fleets does not mean your people don't have ships, it just means that they haven't spent the effort to organize those ships into an effective unit for the goal of interacting with the galaxy at large; alternatively, having even one fleet might not necessarily mean you have any ships at all, or maybe just one very, very large one, or an asteroid converted into a massive colony ship, or whatever you want it to be; point is, "fleets" just represents your ability to interact with the galaxy in a significant way. You need a fleet to explore a system (while, yes, a single ship could do this just fine, I'd rather not get into the complication of having too much variety in these stats, because it will take away from the story), after which point you can then use that fleet to settle a colony there (at the cost of 2e; alternatively, you can sacrifice that fleet to build the colony for free). The other function of fleets is to engage in war with other civilizations, primarily using your fleets to defeat their fleets, but also using them to attack planets themselves by bombarding from orbit and/or launching a ground invasion (fleets can carry one unit of military each, either to move them between your own planets or to invade an enemy planet). If you bombard a planet from orbit, it will basically be (in behind-the-scenes activity only, mind you) a single shot at a given target (populace or military; or you could leave it up to chance!) that will either work or it won't (factoring in a minor advantage/disadvantage system based on technology, as well as random chance) and might end up damaging/destroying a unit of the military or destroying that planet's income for the turn (as you blow up their homes and factories). If there is a military presense on the planet, they will have an opportunity (based on the same principals used in bombardment) to fire back, possibly damaging (or even destroying, if their tech is high enough over your's) your fleet instead of or in addition to themselves being hurt. It isn't all as cut-and-dry as it sounds, though, for this aspect is just the behind-the-scenes stuff. In reality, what you do to the enemy fleets and planets is up to you to write and me to interpret and apply to the update. Fleets cost .5e (that is, half a point) to maintain every turn (automatically deducted from your available economy points at every update).

MILITARY: Military is a representation of your ground forces, the army-types that protect your planets and invade the planets of your enemies. One 'unit' of military (which you can call whatever you want: 'an army', 'a batallion', 'a phalanx', whatever at all) costs 1e to build and .5e (that is, half a point) to maintain each turn. What military units can do is defend planets against invasion (by fighting back against the invading military unit) and bombardment (by shooting back at the fleet attacking the planet the unit is on), or invading enemy planets (to which they must be carried by fleets). In extreme situations, a unit of military may also enforce stability on a planet on a turn-by-turn basis (if you pick them up from an unstable planet in a fleet and move them somewhere else, that planet will become unstable again), meaning you won't lose productivity or risk insurrection on that planet while the military unit is present (though this might also further destablize your civilization; not everyone will be okay with martial law!).

Again, I want to state that these stats are only here to keep things orderly, organized and fluid as the game progresses from turn to turn. The most important aspect of this game, again, is story! Every turn, after reading the update I have created to reflect the status of the galaxy, you should PM me your orders in as complete a way as possible and include any behind-the-scenes story bits that you want to write up that aren't for other players' eyes. After that, write up stories on the thread itself about the lives of your people, and go into as much detail as you please. If you want to write about a farmer on some colony of your's, do so! If you want to write about a military commander as he prepares to further his campaign against your enemy, do so! If you want to write about a wandering merchant as he works the markets of a dozen planets, do so! Write about anything you want, anything at all, pertaining to your civilization! The one thing you can't write about is the results of any significant action within another civilization (that's not to say you can't write about a member of your species acting in that civilization, or that you can't say they are attempting to affect that civilization, you just can't write the outcome) or any significant result that affects your empire (unless you already know it's going to happen, which should be obvious by what you've done in your orders or anything I've told you is going to happen). I want stories, stories, stories! I want this galaxy to be vibrant and alive! Always keep in mind that if you don't have time to write a story, or you don't have anything to write about, you won't be penalized; you just won't get the option of a special bonus relating to your story (which doesn't always happen, of course). Even if you never write a single story, your race's stats and orders will still carry them through the game, but they might end up at a disadvantage compared to someone who writes very beneficial stories. I also want to say that, while I won't be judging the benefit of these stories on grammar, spelling, or form, I do still prefer that you do your best. Please, try to refine your writing to be fluid and easily read, or else I might not have any idea what's going on and you might miss out on a potential bonus! Again, I want to reiterate, poor spelling and grammar won't necessarily take away from a benefit, but if it's unreadable, you probably won't get one.




STATS ARE AS FOLLOWS:

(and remember that I've already figured maintainance into your ECONOMY, so don't worry about it, just don't forget that it exists)

Spoiler 'AMOEBAS' by Vertinari118 :
ECONOMY: 0e (+0/turn)
TECHNOLOGY: 0
STABILITY: 10
FLEETS: 0
MILITARY: 0

Because of the fact that the "amoebas" have not developed any meaningful technology, their TECHNOLOGY stat is at zero. For this reason, they also cannot build ships, and so their FLEETS stat is also at zero. They are currently existing to exist, and so their ECONOMY is zero. Due to a lack of military need, their MILITARY is at zero. On the extreme end of the scale, their STABILITY is at ten, because they are in no disposition to be unstable. Due to their nature, their ECONOMY stat will not develop as strongly as other races might. However, their stability will be incredibly strong, being very resistant to decrease and much more likely to repair itself over time. In that they are an infectious organism (potentially) and otherwise are masses of single-celled beings, their military stat will bear a bonus in various ways that I am not going to disclose quite yet. When the time comes, the benefits of all this will be obvious. I want to note that you STABILITY will be even stronger than I originally determined it to be, if only for the fact that you have willingly hindered yourself to start.


Spoiler 'KEKEJI' by kill_fire :
ECONOMY: 1e (+0.5/turn)
TECHNOLOGY: 1
STABILITY: 6
FLEETS: 2 (-1e/turn)
MILITARY: 1 (-0.5e/turn)

Because your people have fled their homeworld, I have given them two fleets to start. Since they just underwent exodus from a planet-wide war that destroyed their homeworld, their stability is a little low (but not dangerously so), but their military is a bit more prepared for further engagements and will enjoy a mild bonus in war. For the sake of simplicity and fitting it into my setting, I am assuming that they escaped their homeworld to a nearby planet in their own system which is only slightly less habitable than their original world.


Spoiler 'SEIPAS YAG' by lord_joakim :
ECONOMY: 2e (+1.5/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 1 (-0.5e/turn)
MILITARY: 1 (-0.5e/turn)

Your military and fleets are starting at standard levels, which makes your income a bit higher, especially considering the fact that your people seem fairly productive and very agrarian, so they would be well-fed and more able to provide a good amount of labor towards certain endeavors. As a result, your economy is going to have a special boost, but because of the governmental systems and attitudes toward personal liberties and freedom of being, your stability remains fair but will have a slight hinderance to it. This won't be life-threatening, but you might notice it from time to time.


Spoiler 'GESKANI' by TaylorFlame :
ECONOMY: 2e (+1.5/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 1 (-0.5e/turn)
MILITARY: 1 (-0.5e/turn)

Your race is very productive, because it basically functions as small collectives, so your economy generates +0.5e/turn more than standard. With the Fallen being fairly strong, militarily, your militaries will be stronger in battle (slightly). Due to the fact that the Fallen are prone to depression and the loss of one member of a family can have a negative impact on the family as a whole, your stability is slightly low (but still steady due to their nature), but will suffer slightly more negatives depending on events. Because I particularly liked your race, and your presentation of it, I have awarded you with an Artifact. You can research this Artifact whenever you want by spending economy points on it, and once you've invested a total of 50e, it will provide some sort of mysterious benefit that your people cannot predict.


Spoiler 'SATELLIANS' by Daftpanzer :
ECONOMY: 1e (+1e/turn)
TECHNOLOGY: 1 (+)
STABILITY: 8 (-)
FLEETS: 2 (-1e/turn)
MILITARY: 0 (+)

Your species is fairly unsupportive of itself, and so while your turn-by-turn economy is unaffected, your starting economy is one less than standard despite the fact that you only have -1e from maintenance. Your race is non-violent, it seems, so you don't have any starting militaries, but The Agreement seems mostly space-based, and so you start with 2 fleets. Your militaries will be a bit tougher in battle, because of their physical durability, and their science-based pursuits (and lengthy, involved thought processes) will give you slight benefits toward technology. However, given the fact that only a portion of your race is actually supporting the Agreement and they're free to come and go as they please, your stability (while starting rather high due to the nature of the government) is a little less stable than standard, and might be more prone to decreasing. Because I particularly liked your race, and your presentation of it, I have awarded you with an Artifact. You can research this Artifact whenever you want by spending economy points on it, and once you've invested a total of 50e, it will provide some sort of mysterious benefit that your people cannot predict.


Spoiler 'IVKINGS' by bestshot9 :
ECONOMY: 1e (+1e/turn)
TECHNOLOGY: 1
STABILITY: 5
FLEETS: 0
MILITARY: 2 (-1e/turn)

Your race is amusing, and in theory is very cool, but unfortunately is not quite creative, because you just took Norse mythology and culture and applied it to slightly-altered minotaurs. As a result, I've not felt bad about penalizing your race a little more. Your people start with 1e instead of 2, have a slightly lesser ability to research new technology, and are not particularly stable. Not all of this is because you threw two pre-existing ideas together. Some of it is based on the basic nature of your race. Given that the government is an alliance of clans, and there still exist a few clans which are outside of this government (and possibly aggressive toward it), and also because they are a very combat-minded people, your stability starts out fairly low (but not dangerously so) and will be more likely to further destablize. As a bonus, though, your people (being space-cow-vikings) are noticeably tougher on the battlefield.


Spoiler 'HLETHO' by Lord_Iggy :
ECONOMY: 2e (+1e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 1 (-0.5e/turn)
MILITARY: 1 (-0.5e/turn)

While your stability is at a fine level, it will be more prone to decrease due to the myriad hierarchies of alliances that exist between the seperate groups that make up your civilization. Thanks to the scattered bits of alien technology around their homeworld (which I'm allowing because I like this race, and it provides them another benefit to balance) they enjoy a slight bonus toward technology. Because I particularly liked your race, and your presentation of it, I have awarded you with an Artifact. You can research this Artifact whenever you want by spending economy points on it, and once you've invested a total of 50e, it will provide some sort of mysterious benefit that your people cannot predict.


Spoiler 'NHROAAT SSKRAED" by Megaman_zx :
ECONOMY: 1e (+1e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 0
MILITARY: 2 (-1e/turn)

Your presentation was fairly sloppy and lacked detail in a number of places (and, instead, seemed almost to be not taken seriously as a question). Starting economy has been lowered by 1e as a result, though your income is unaffected. Because of the nature of this race, they have a fair stability thanks to the caste system and can deal with stability changes on an average level. Their military is a bit stronger on the field, but not by much. You start with 2 militaries and no fleets, because it didn't quite seem like your species had much of an immediate interest in stellar exploration, and so I'm just saying that they haven't quite gotten to building a large fleet yet. I'm also giving you a slight penalty to technology, partly because your people have conflicts of interest between science and religion (despite them being the same) and also the fact that your entry was so poorly constructed.


Spoiler 'DISTOPTERANS' by Anonymoose :
ECONOMY: 2e (+1.5e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 0
MILITARY: 1 (-0.5e/turn)

I've said it before that space-bugs are a cliche, but these aren't as bad as I would have expected, really. Therefore, I only penalized your economy by 1e to start. Because you have not developed much in the way of ship technology, you have no starting fleets, but I have given you a single starting army just because the hive has knights no matter what, so even without a threat, the military would still be there; also, the knights are fearless warriors who exist only for combat, and so they will have a slight bonus in battle. Your stability is rather high, but not perfect, despite your hive-mind, because of the fact that periodically the queen will die and a new noble female will have to take control, which can only be a tumultuous period, even if it doesn't happen often. In addition, as they have begun exploring space to some degree, they have noticed that the range of the queen's mental influence is not infinite, and many Distopterans that have explored some distance away from the homeworld have gone insane and died, which has largely resulted in a bit of instability in the hive. However, you species recovers stability well. Lastly, your race is controlled by a single mind, more or less, which vastly limits creative potential, no matter how powerful that mind might be. One enormous mind is still just one mind, and in this case, it's bogged down by controlling an entire species of giant space-bugs. Therefore, your research is slightly hindered.


Spoiler 'BAKO TELLIANS' by Thedreadedlock :
ECONOMY: 2e (+1.5e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 0
MILITARY: 1 (-0.5e/turn)

You don't have any fleets to start, simply because it doesn't seem like your race made much efforts toward powering large interstellar ships, though all it will take to remedy this is building a fleet unit. Since they only start with one military and no fleets, they only lose 0.5e/turn. The fact that an entire island grouping is dominated by scientific pursuits gives you a slight bonus toward research efforts, but the limited experience your race has with war cancels out any benefit that the military-dominant island group might give. They are very stable and have a fair ability to recover lost stability due to their system of government being an innate, automatic and mostly uncorruptable method of election, even if it might not pick the best leaders.


Spoiler 'KANTS" by Fuschia :
ECONOMY: 2e (+1.5e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 1 (-0.5e/turn)
MILITARY: 0

Your race has no military because it doesn't need one (hence the higher income due to less maintenance), and it starts with a "fleet" despite your lack of ships because I need to represent your space traveling abilities somehow. I am going to say that, since your race travels interstellar distances via special space suits, which sounds incredibly risky (especially at this low technology level) there might be a higher chance of accidents happening that could stall your fleets from moving, etc. Anyway, you'll be getting a bonus toward fleet combat, since it's swarms of little guys flying around doing stuff instead of whole ships, and I might try to figure out a way for it to work that you have a slight bonus toward fleet production. Your people are very loyal to each other, it seems, so they have a fair stability and a slightly higher chance of recovery than average. Because of the nature of your society, however, I will be penalizing the progression of your economy as we go, because your people seem a bit too free-willed to be supporting an interstellar civilization as well as they could be. Because I particularly liked your race, and your presentation of it, I have awarded you with an Artifact. You can research this Artifact whenever you want by spending economy points on it, and once you've invested a total of 50e, it will provide some sort of mysterious benefit that your people cannot predict. Also, for now, you're all alone in your part of the galaxy, so you'll get to have a nice experiment in pure isolation, for a little while at least.




If you have a problem or a question, either post it here or PM me. Sorry it took as long as it did to get this up! And I want everyone to remember that this is a story-driven NES, and the stats are only a functional back-bone, despite what this update might make it seem. There just isn't a story quite yet :)
 
Cool beans. I was expecting something like that. I did indeed think of a way to maintain the hive mind at vast distances, but I think I'm gonna keep that in my head right now. I want to see where this goes. Good job on your first ever update. :D
 
i'll post some more info about my race, not to increase my stats or anything, but so that in the future you'll have more info. sorry about the bad info, i thought you wanted a description of the race itself, not their way of life.

info on the Nhroaat Sskraed
Spoiler :
My race’s economy is really basic, and mainly based on the development and sale of technology. The merchants are the only people that are immune to the caste system, but most slaves are to poor to become merchants. They are mostly the advisors/members of the royal family that have fallen out of favor. The big corporation are based mainly on science and so there is basically one major corporation for each branch of science, due to the fact that there is no regulation against monopolies. They get most of their power form nuclear plants and have high tech nuclear battery backpacks that supply them power. They have advanced biotechnology,(machines that read blood temperature, and react, basically making them warm blooded) and most have wires on their heads allowing them to mentally command most of the machines attached to them. Their weapons and their space propulsion are based mainly on electricity, so they use ion drives to power their ships. Their weapons are spear shaped and they are mounted on the backs of the warriors so that when they crawl they can still fire using head mounted scopes. They can also grab them and wield them with 2 hands when they stand. The tips of the spears are charged, so that a strike will at least knock out an opponent, and they can shoot out ion lasers. Right behind the tips are plasma shield generators that protect the face and torso of the Nhroaat warrior when it is standing. (the shields cannot be used while they are crawling for 2 reasons, a it’s to cheap, b it would hit either the ground or the warrior’s face causing it to waste to much energy) You are right, they are new to space exploration, they have ships, but they basically don’t have any official ships. They just have a few scientists running around exploring different planets and moons. The science and religion thing does slightly lower their science, especially in space travel. (a certain teachings about an apocalypse once we anger the stars) if you want more info on anything, ask me.
 
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Great stuff, I'm very happy with the setup of my Satellian race. I have some reading up to do but at first glance I like every things.

(hey you aliens, ask nicely and you can look at my artefact :))
 
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