SLYNES - Swirly Lights Yonder, a Never Ending Story

Very cool, tux! Looking forward to your entry :)

@Iggy: Yeah, that was my general concept. One ship means one target, so I imagined that it wouldn't stand up that well in a large fire-fight unless it was specifically designed for durability.

Anyway, on the issue of customizable "fleets," I definitely won't be implementing it this turn (obviously), and possibly not the following turn either, unless there is enough agreement and ideas to have it functioning by then.
 
Also, on the matter of system defences, I believe that the defences should be more powerful then a fleet, but not as powerful as two fleets. A determined attack should be capable of destroying them.
 
Similarly, I imagine that you can also build up system defenses to a ridiculous level, albeit probably with diminishing returns.

I just keep on thinking of the scene in Homeworld when the Taiidan Expeditionary Force assaults Kharak, and how they were completely unsuspecting of the fact that the Kushan had a missile-based defense system protecting the planet- not that it ultimately did them much good, but still, it was a cool scene.
 
In Sector H/C

The meeting had been infuriating for Zuro. The alien seemed incapable of doing anything at any great speed, and after a full day of communicating with it, little information had been gleaned. What it had revealed to them is the location of its home star, and the systems it had colonized. It had also been kind enough to give the Geskani basic information about its own species. Both of these pieces of information were explained using consoles that it had brought with it. It communicated through sound, using a slow, deep form of verbal communication, but the language barrier had been breached, so as painstakingly tiring as it was to try and communicate with the alien, communication had become possible.

“We are the Geskani. What is the name of your species?” Zuro asked, having spent the past few hours locating a single star system and listening to why it was important (a race called the Snud lived there, and apparently they were worth trading with). The alien took a few seconds to react to this, then seemed to bow its front slightly. Zuro maintained a safe distance when it did so. The size of the alien reminded him of some dangerous predators on Ges.

The alien seemed to groan slowly for a minute, and then stopped. A small translator box burbled “We are the Satellians.”

Zuro pondered this for a moment. This was the first time they had seen a live alien, and the first time they had been able to communicate with it, even to the point where they found out what it was called. Just as he was about to continue conversing with the Satellian, a broadcaster sent his antennae a message. It was from the Communications Officer.

“Admiral Zuro, the Singularity Council has sent a message with the supply vessel. They want you to attack the alien fleet. We are now in a state of war with the aliens.”

Zuro lowered his body into a resigned pose. He knew about the Xenophobia of the council better then anyone, but the Satellians were capable of reason, restraint, and seemed impossibly peaceful. But Zuro had orders to follow. He had the alien escorted back to its transport, which was to reunite with its parent vessel. Zuro himself made his way to the bridge.

Zuro sat in his chair and had a message be sent to all ships in the fleet. “All ships of the Geskani Fleet. We are now at war with the aliens, which will henceforth be known as Satellians. Arm all weapons and prepare to destroy the enemy. Wait for my signal.” Zuro watched as the Satellian ambassadors ship reunited with the larger ship it originally came from. Zuro waited a few moments, thin signaled to the Communications Officer.

“Fire.”
 
RACE NAME: Iokolu (ee-oh-koe-loo)

APPEARANCE:
Spoiler :
untitled.jpg

The creature has a smooth, leathery skin of olive to dark gray complexion. From the "head" are three, short "eye-stalks." The main body consists of a mouth-like openning covered by two plate-like pieces that can retract into the creature to allow food/gasses/waste to pass.

On the creatures left side a muscular mass curls around and behind the creature forming a back-hump that is believed to contain many of the non-digestive organs. From this hump stems the tentacle apendage that ends in two grasping fingers.

The main body of the creature splits into two separate legs slightly below the mouth. The legs are made of very strong muscles that are capable to flexible movement. The legs end in multiple toe-like strips that help maintain balance.

CIVILIZATION NAME: Olo komakota (5th Branch)

LOCATION: F,D (central of the four stars).


CULTURE: Iokolu live on a moon orbiting a larger gas giant. The larger planet is prominent in beliefs and many stories/myths are attributed to Noluki (The Great One) and his brother Onoi (The Bright One, the central star). Scientists do attribute the planet Noluki for pulling in the asteroids and/or comets that brought life to the home world of the Iokolu.

The satellite that the Iokolu actually live on is seen as little more than a house provided by Noluki. They refer to it with the same words commonly used for house. Koi, Konu, Iko, but the most common word used is Iloi.

However, since the moon is seen as a gift and due to the limited space on the homeworld Iokolu have learned to limit their consumption of resources. This has affected style and architecture. Buildings, vehicles, and other structures are created with as limited use of materials as possible. To describe as a human might, everything looks unfinished or half-built. Engineers are constantly looking for ways to reduce further the amount of materials needed in any give area of manufacture/building. As such engineering is a highly appreciated profession, particularly if one achieves success.

GOVERNMENT: The 5th Branch is the leading world government. There are other smaller governments around the planet, but they are limited in their power. Each is named similarly, however, the numbering starts at 5: 5th Branch, 6th Branch, 7th Branch. There is some disillusionment with the power The 5th Branch wields, but since they control close to 80% of the moon there is no real threat at the time to their power.

Historicaly, the world had been a multitude of cultures and groupings each governed in its own fashion. The presence of Noluki continues to pull asteroids towards the planetary system. Occasionally, one had hit Iloi and caused massive upheaval. Progress had been very slow for a very long time due to the occasional back tracking to recover lost knowledge and rebuild. "Modern" society developed with the beginings of the Iokolu Komaki Niko (Iokolu Industiral Adjustment). The 1st Branch was the Ionomoi government of the southern hemisphere where the first comprehensive list of minor planetary bodies was made in attempt to predict the next catastophic hit.

With such a list many governments merged with the 1st Branch to gain their "protection" and pool their resources. At the next major hit, populations were moved and damage was limited. However, eventually there was a hit that spread destruction over an unexpected area and the government collapsed.

In the ashes rose the 2nd Branch which promised better results. Progress continued, but eventually there was just too large of a hit for the government to survive.

The situation continued with the 3rd and 4th Branches. Manned spaceflight was perfected during the 3rd Branch, and the 4th Branch began limited manned exploration of other planets and orbital structure building.

What separated the 5th Branch was first, the reduction in the number of asteroids hitting Iloi. Second, the 5th Branch perfected asteroid relocation and mining. The ultimate result being an end to catastrophic impacts. The Iokolu rejoiced and during this time most of the moon came under control of the 5th Branch and the minor governments chose similar names to "claim" their line of succession should the 5th Branch fall.


The actual government is commitee based with a group of about 20 members making most decissions. Each member has a multitude of staffers and subordinates that handle more mundane tasks. Positions are pretty much for life. There are a multitude of interdealings between members over various power struggles, but rarely has the central commitee been under direct threat from any one member gaining too much power. The constant up-and-down of society keeps members in line to protect the central governing authority and thus most of the world safe from another global fall.

DOMESTIC POLICY: Domestic policy is primarily centered around keeping the use of resources to a minimum and the global goal of prevent catastrophy. War has always been limited primarily due to the barage of impacts that kept populations low in the past. With the reduction of impacts due to the 5th Branch's discoveries/policies, population has continued to creep upward putting pressure on resources. Debate has raged over how to limit population growth, but life has culturally been seen as precious and so culling the population in old age or early youth has never been a popular idea. Some attempts are being made to move to asteroid colonies orbiting Iloi or Noluki. This is also the reason for interstellar travel being a goal.

XENOPOLICY: The Iokolu scientists have strong evidence for exogenesis formation of life on their planet. As such, they expect life to exist outside of their system though there is debate about the possibility of intelligence. The 5th Branch does not have an official policy on the encounter of other intelligent life, but with life being precious and their belief that exogenesis being their orgin, they would be hesitant to show any aggression towards any aliens for fear that they may be of some distant shared orgin.

Names will come tomorrow. If needed, look at words/names used above for examples of sounds found in Iokolu language.

PERSONAL NAMES: The language of the Iokolu is made up of only a few main sylables due to the somewhat limited mouth structure the creature possess. The written language is a multitude of symbols with different and unique meanings. The average Iokolu has a name that can describe the location they were born (Kulokonu: Kulo's Home), the thoughts the parent had at the time of birth (Okonoko: Large Kono Baby (Kono is a flying creature on their homeworld)), the goals the parent had for their child (Luko: Engineer (Very popular name)), or names of beloved objects or relatives (Kulo: An eye-stalk jewelry item; Lukomo: Child of Luko; Lukoko: Baby of Luko).

PLANET NAMES: Noluki (4th planet from central star and planet that Iokolu homeworld orbits); Ioki, Nikiki, Luoki. Really "ki" is the sound of the symbol used for planet in Iokolu writing. Originally it meant "One" as in a being (Noluki = "The Great One"). Over time it was adapted to mean heavenly body.

STAR NAMES: Onoi (Iokolu central star). As with planets, the same symbol is used that represents heavenly bodies. However, the phonetics of Onoi have the symbol give "i" as its sound instead of "ki." Modern language has adopted this to any most stellar names. So Iokoi, Milui, Konoi are some star names. (basicly end the word with "i").

SHIP NAMES: Ships are unique creations made with the left-over, mined-out-husks of tiny asteroids (Larger asteroids are made into colonies). The names are a combination of the engineering team or engineer that designed the ship, and the name of the mined out asteroid. (Oluko-Nikoki, Oluko-Loiki, Konoluko-Oloki; Engineering group-asteroid) Ship engineering groups typically specialize in certain areas of expertise so one could sort of determine a class of ship based off the name, but it isn't a perfect solution to those who don't know all the ships already or have a listing. There are some small craft that do not follow this pattern and are typically surface-to-orbit shuttle craft, orbit-to-orbit shuttles, and some mining crafts. Typically these smaller crafts have a unit name and number. (Okono Kolo, Okono Olo, Okono Lulo; Okono 4; 5; 6).
 
Awesome! I'm going to give you your starter stats, and if you have time to, you can get some orders in by noon (EST) Wednesday to have your race start acting immediately this coming turn.

ECONOMY: 2e (+1.5e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 1 (-0.5e/turn)
MILITARY: 0

On a side note, I'm very much hoping to get some more orders before this update! I'm feeling unloved :(
 
‘Home’

“Aaargh!”

Wahano Mo immediately let out a pained cry as the ship exited the wormhole. In a momentary panic he thrashed around, before Lico Taesh’s calming grip stilled him.

“It’s alright! We felt it too.”

“What was that!?” gasped Mo. He looked around. Taesh looked at him with concern and sympathy, holding his arms tightly, while Nahla and Jahn appeared as calm and disinterested as ever.

“We’re at a different location.” noted Habeb Nahla dryly, tapping several controls.

Taesh was incredulous.

“That didn’t feel like the compaction event.”

“Maybe it feels different if you’re not prepared for it?” suggested Habeb Jahn, twirling her arm through the air in a gesture of uncertainty.

“Or maybe it was an entirely different mode of transportation.”

5 remaining crew aboard the Rhetho looked at Mo for a few moments, considering the suggestion. Confrontation with the unknown was distinctly disconcerting, and the penchant of the brothers Wahano for tolerating such upsets to their worldviews was... almost as strange.

“Not to distract from the fascinating speculation,” interrupted Nahla, “But we’ve got a rather severe problem. There are no more hyperspace transmitter buoys in range- our bipedal friends here have apparently taken us to a distance well out of the range of our communication relay home.”

Mo lolled his tongues about in frustration, looking at the three creatures, investigating a deactivated console under the supervision of Lico Daeja.

“What was our last transmission?”

Nahla jabbed a few buttons on her console before responding.

“Our last message before losing communications for the first time was an alert about hostile phenomena... then our only message after recovery was of the appearance of this unknown vessel, and our physical attack by a separate, apparently intelligent, force.”

“Hmm.” Mo thought for a few seconds before, switching mental tracks, he opened up his remote audiovisual connection with his brother.

“Sam, are you alright? Did you feel that?”

“You felt it too? I thought that was the thing inside here.”

“The thing? We’ve observed an apparent superluminal event, which caused a lack of physical sensation and... time displacement. Did you experience that?”

“Yes... and I wouldn’t want to do that without warning again. I might’ve spooked the fellow in here though, I had quite the spasm when I could finally move again. Great mother though, it was disturbing- I thought it had driven me insane.”

“What ‘it’?”

“There’s a giant creature in here that I think is responsible for those strange emotions everyone’s been feeling off and on since we entered the system. It seems to be empathic, and it’s able to communicate to us... with text.”

“Text? We make the most bizarre find of our lifetimes and it communicates with text!?”

“For now, I’m just trying to avoid questioning too much. But yes, the creature was a giant floating thing behind a wall. Seemed to want to watch me do some sort of mental assessment- it gave me this odd little tool to manipulate.”

“Hmm...” Mo clicked his jaws, “So, does your acquaintance in there have any news for us of where we are?”

“Well, if I’m to trust it... we’re ‘home’- wherever home is for these creatures.”

“Alright then. I’ll set Nahla to work on the astrogation systems to find our rough location.

“I’ll keep our hosts amused.”

“Be safe, brother.”
 
Update 6
WAR



A series of large volcanic eruptions further destablizes the Amoeba homeworld, leaving the struggling colonies there wondering if it is even possible to restore the planet at this point. Meanwhile, "One" continues to consume resources, filling up various empty spaces with raw materials. Specialized portions of One's bulk continue to process these materials, refining them into reactor fuel and nutrients for the cellular colonies onboard. Meanwhile, an alien presense arrives in-system, and though it does not seem immediately threatening, it does currently out-number One.

The Bako Tellians continue their slow and steady progress, establishing a new colony in the as-yet-unnamed system in sector H/H-Right, while the growing colony of Obra (I/H-Left) continues to expand as more and more colonists arrive to live and work on the fascinating alien world. The people of Bako revel in their successes, and unrest plummets through the floor as imaginings of the future drive the Tellians to total unity and inner peace.

The Distopteran Hive Ship is finally completed after the bulk of the vessel begins processing resources from around the home system. Even as the immense vessel prepares to receive the bulk of the Distopteran population onboard, Workers find new sources of food in remote lakes of the home world, turning food shortages into a distant memory of the new Queen, who has now fully exerted herself over the species, bringing new stability to Distopterus.

Meanwhile, the Nekopterans discover new veins of minerals to be exploited as they continue trying to eke out a sustainable life on their barren home, despite what ill omens might exist on their planet.

The Geskani exploration fleet finds itself in a war, ordered by the highly xenophobic ruling council to attack the Satellian explorers in the neutral system they both occupy. It seemed, however, that the Satellians were already quite prepared to leave, and once the first shot impacted the hull of a ship, they all launched away, back toward Sneed. The Geskani give chase, and after an irritatingly long journey to finish the fight, find themselves facing a slightly more prepared enemy. Disorientation from the recent rip event sends Geskani attacks flying wildly at nothing, while the Satellians put their new weapons to good use, tearing away at the Geskani warships. Even as the Geskani crew finds its bearings and throws itself into the battle, it would seem that the nearby planet is emitting some kind of jamming signal, scrambling their targeting systems. Considerable damage is done to the Geskani fleet by the time their computers overcome the interference, at which point the Satellians now find their fleet being rendered into scrap metal. A few lucky shots returned, but the Geskani press their attack despite losses and the Satellians find themselves losing this engagement. Resigned to defeat, and unwilling to directly compromise the safety of the Snud, the last few ships draw close with the few remaining Geskani warships. The last two Satellian ships erupted in a brilliant burst of energy, nothing of those ships left behind, and very little of the Geskani ships still being able to be classified as "chunks."

Despite this apparent draw, the Geskani home world continues to press its urge for war, throwing the shipyards and training camps into overdrive. Two whole new fleets are constructed over this year, as well as two entire armies trained particularly in planetary siege theory. Fertility drugs are infused into the food supply, hoping to produce greater numbers of people, though the effort backfires. Having somehow been overlooked due to poor testing, the fertility drugs cause a sickness among the Geskani that leaves those affected quite debilitated, unable to work or even so much as wake up for more than a few minutes. Nevertheless, the Geskani are prepared for war.

The Hletho exploration ship Rhetho finds itself in an interesting position, having been drawn to the Lelinthian homeworld of Lolan for further contact. While little is known as of yet how this will turn out, so far the Hletho have experienced little hostility from their alien neighbors. Meanwhile, the Startraveler Hraef travels to system I/F-Top, where another encounter is made with an alien species, further unsettling the only recently debunked Hlethan idea that they were alone in the universe. The Startraveler Tharaez ventures into H/E-Right, finding a system devoid of life and only slightly valuable. A yellow-orange dwarf star sits in the center of a small collection of rocky worlds perpetually bombarded by asteroids and comets from the massive celestial debris fields around the star, utterly lacking any gas giants to shield them. Finally, Startraveler Zoroth explores J/E-Bottom to find a fairly useful system consisting of twin orange stars and a single rocky world in the habitable zone. Though not actually habitable to the Hlethan explorers, it might yield some worth with enough effort, and otherwise seems to contain a fair amount of mineral wealth under its hot, dense atmosphere. A new colony is founded in system I/D-Right, the twin hospitable worlds providing ample resources for a slowly growing outpost. Hlethan society feels the effects of first contact, their preconceptions shattered about the state of the cosmos.

A new race--the Iokolu--enters the galactic scene, though at the moment they are still without communication with any other race. Having evolved on a very tumultuous world, they are a hardy and survivalist species, now eager to escape the constant peril of their homeworld and discover more favorable places to live. At the moment, they have only recently begun work on an FTL system, and their first extrasolar exploration mission meets with success in system F/D-Top, though the success is marginal. A rather dismal red dwarf star surrounds itself with a thin debris field. No truly habitable bodies reside here, though there is a slight mineral wealth to be harvested from the drifting rocks. Unfortunately, back on the Iokolu homeworld, a small impact event causes tremors through the world's crust, collapsing a few sub-standard mine shafts and coating some food harvesting regions with harsh dust.

Halvalla is hit with unusually cold temperatures this year, the winters producing numerous large blizzards and freezing up machinery in their tracks, while the summers lack significant crop yields to support the already war-battered populace. While no significant engagements occur during this year, the world continues to suffer from starvation, disease, conflict and scattered problems with radiation poisoning and fallout from the recent nuclear strikes.

The Kant suffer a few more unfortunate encounters with the Phleghesh. The explorers reeling from battle in the C/J system manage to escape back to the colony B/I-B, only to have been followed by the aggressive alien fleet. Now defending a small Kant colony as well as themselves, the swarm of suits commits to the battle. Weary and still not quite grasping space battle tactics, the Kant inflict minimal damage on the Phleghesh fighter swarm, while their own numbers steadily dwindle. In the latter half of the battle, their efforts improve as the warriors slowly work into a combat rhythm. Nevertheless, the damage done to the Kant here is too great, and they are forced to retreat, just barely escaping with the handful of survivors, and leaving the colony at the mercy of the xenocidal Phleghesh. News of the past few engagements reaches the homeworld, the survivors describing ships similar to those that the Kant had encountered once before, and a yearning for revenge sweeps over the idling populace. Assembling around the homeworld is a new swarm of suited soldiers, ready to take the fight to the enemy, only to find the enemy, once again, descending upon them. The Kant take the initiative to strike first, many of the soldiers infuriated by their new enemy, causing some to make fatal mistakes in the opening stages of the battle. Still, though, the engagement goes a little better than those previous, until the Kant numbers begin to thin and the warriors begin to panic. Fighting to the last soldier, the entire fleet is eradicated by the Phleghesh attack force, which then recalls its forces to prepare for the next stage. Kant explorers find a red giant star in system B/G-L, though only gas giants and a few scattered moons are located here, offering very little in the way of colonial potential.

The Kekeji exploration fleets decide to refrain from contact attempts, the fleet in D/C-L leaving the Undroth be, the same going for the fleet in B/C-B and the primitive Murglers. From D/C-L, the Kekeji explorers investigate system D/C-B, finding a collection of uninhabitable worlds of slight economic interest, though being on the other side of Undroth space might be dangerous. Meanwhile, the fleet leaving B/C-B heads toward B/C-T, encounter a bizarre alien sight, yet again finding another species in the galaxy. A massive ship, appearing ancient and barely operative, resides in this system, devouring materials from asteroids and such. What will come of this encounter is yet to be seen...

The Lelinthians encounter a new species in system J/C-T and are greeted with open arms. The encounter is as yet unfinished, though given the disposition of the Lelinthians, it might not end well for this young race. Elsewhere, the explorers that encountered the Hletho have brought the ship Rhetho back to their homeworld to further pursue contact activities. The newly-built warfleet travels to Hmmaiaa, the Satellian homeworld, but their intent is not yet clear. A new mining outpost is established in system J/C-B, largely populated by Culud with a slight Lelinthian Warden staff. The Culud back on Lolan become quite excited over colonial endeavors, and new space-based industry springs up across the system.

The Murglers remain oblivious to the universe outside their homeworld, and most remain oblivious to the world outside their village.

Little occurs this year for the Nhroaat SsKraed, though their exploration along their arm of the galaxy does yield yet another system of moderate value. A red dwarf and a brown dwarf circle each other and, in turn, are circled by several gas giants and a few small, rocky worlds that offer limited mineral resources if it were ever harvested.

The Phleghesh pursue the escaping Kant fleet from C/J to B/I-B, engaging them once again, though this time near to a Kant colony. The already damaged Kant fleet suffers a defeat, leaving the surviving Phleghesh fighters to limp back to their massive carrier. The military commanders onboard that carrier begin plans to attack the colony itself. Meanwhile, the fleet from C/G-B takes a stab in the dark at discovering a Kant colony, only to find their homeworld instead, along with a waiting swarm of suited Kant warriors in orbit. The battle is fierce, and the Kant fight to the death, leaving the Phleghesh at half strength. While the homeworld of the Kant seems disorganized and only minimally defended, the commander of the ship questions a further attack, having not expected such a populace world, nor expecting as much damage as was taken in the fight. Lastly, the fleet from D/J travels to E/J-L, furthering Phleghesh exploration efforts in the galaxy. Here, they find a system containing a few gas giants and a couple of small, rocky, barren planets rich in mineral resources. Phleghesh colonial interests grow, and the populace of the civilization rallies behind the war effort, so terrified of alien species that they work harder to bring the war to victry. A new fleet is built, as are new resource collectors and industry.

Satellian colonists flock to Ulumm-Bukk to expand the settlements there, while a large gift of material resources and mass-produced products are sent as a gift to the Snud to improve relations. Explorers investigate system I/B, discovering another fairly lush world, though much of it is hot and dry, it bears a considerable amount of vegetation in the temperate regions, as well as a diverse variety of creatures. Unfortunately, the contact with the Geskani didn't seem to go well for whatever reason, and as the explorers were leaving, they came under fire. They escaped immediately, returning to Sneed for quick repairs and to warn the Snud of the nearby threat. The Geskani had followed them, returning to battle on arrival, though due to damage inflicted by the FTL jump they were at a disadvantage. The Satellians, with their new weapons systems coming online, inflicted a fair amount of damage on the Geskani warships, backed by Snuddian jamming signals. When the Geskani came back into full functionality, the tides turned, and soon the Satellian fleet was reduced to a pair of battered vessels. Seeing no other choice, and wishing to keep the Snud safe (at least for the time being), the two vessels detonated their antimatter cores and eradicated themselves and the Geskani warships completely. The leading captain of the Satellians mused idly as he enters the self-destruct codes that, if it weren't for their encounter with the Lelinthians, they would have never been prepared for this.

System D/A is explored by the Seipas Yag, revealing a beautiful garden world, and so close to home, too. Meanwhile, the other exploration fleet finds what appears to be a ruined world, most likely the home of the alien race that, long ago, attempted to attack the Seipas Yag homeworld. Much of the value of this system has been stripped, though enough remains to merit a few economic outposts and the possible restoration of the old Umbrian homeworld. A colony is settled on D/B-B, slightly easing tensions back home, though an insurgent movement lead by loyalists to the old government arises in the more rural areas, destablizing things for the still unstable new government.

A fight between an unknown alien race and their Satellian friends in orbit of Sneed was very alarming to the Snud, who had little in the way of defenses. They employed simple jamming systems for a short time, until the Geskani ships overcame them, and then were left to simply sit back and watch the two fleets pound on each other until the Satellians sacrificed their last two vessels to keep the Snud safe from the remaining Geskani warships. The explosion was clearly visible on Sneed as it occurred over the night side of the planet. The Snud found the explosion to be delightful and visually pleasing, then got back to panicking about the hostile alien fleet in orbit. As a result of all this, the Snuddian stock market dropped a little as the investors became suddenly paranoid about an alien invasion, though the ship builders took the initiative to construct a system of defensive satellites in orbit, controlled from several redundant locations on the surface of the planet, all with fairly powerful lasers and small nuclear reactors equipped with them. Technological progress leaped forward on Sneed, as research corporations realized that, with war, new weapons and medical technology would come into high demand by the Satellians, and a lot of money could soon be made, if they didn't get invaded first. A gift arrives from the Satellians part-way through the year, which the Snud cherish and put to good use. Think tanks pop up in a few higher circles to determine how best to return the favor to their Satellian friends.

The Undroth, having chased away those pesky aliens, got back to business improving their colony of "Grut" and, otherwise, continue to do very little.
 
Spoiler AMOEBAS (Vertinari118) :
Homeworld:
ECONOMY: 1e (+0.5e/turn)
TECHNOLOGY: 1
STABILITY: 4
FLEETS: 0
MILITARY: 0

[income earned = +0.5e]
[stability decreases by 1 due to volcanic eruptions]

"One":
FUEL: 7
TECHNOLOGY: 1
FLEETS: 1
STRENGTH: 100%

[1 fuel spent harvesting resources from B/C-Top]



Spoiler BAKO TELLIANS (Thedreadedlock) :
ECONOMY: 3.5e (+4.5e/turn)
TECHNOLOGY: 3
STABILITY: 10
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (H/H-R) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (I/H-T) - Strength: 100%

Spoiler COLONIES :
"Obra" (I/H-L) : +1.5e/turn (value = 3.5e)
"?" (H/H-R) : +0.5e/turn (value = 1.5e)


[no stories; no orders]
[spend 2e on colony "Obra" (I/H-Left)]
[colonize H/H-Right for 2e - colony unnamed]
[income earned = +3.5e]
[income increases by +0.5e due to colonial improvements]
[income increases by +0.5e due to new colony]
[stability achieves all-time high due to colonial successes]



Spoiler DISTOPTERANS (Anonymoose) :
Homeworld:
ECONOMY: 1.5e (+2.5e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 0
MILITARY: 1 (-0.5e/turn)

[no orders]
[Hive Ship expanded by 1 segment for 1e]
[Hive Ship separates as an entity from the Homeworld]
[income earned = +0e]
[income increased by +2e now that Hive Ship takes care of itself]
[new sources of farmable algae discovered in remote lakes; +0.5e/turn]
[the burden of shipbuilding is over; +1 stability]

Hive Ship:
FUEL: 16
TECHNOLOGY: 1
FLEETS: 5
STRENGTH: 100%

[harvest 16 fuel from mining efforts]

Nekopterans:
ECONOMY: 2.5e (+1.5e/turn)
TECHNOLOGY: 1
STABILITY: 4
FLEETS: 0 (-0e/turn)
MILITARY: 0 (-0e/turn)

[income earned = +1e]
[new mines opened; +0.5e/turn]



Spoiler GESKANI (TaylorFlame) :
ECONOMY: 3.5e (+1.5e/turn)
TECHNOLOGY: 2
STABILITY: 7
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (G/B-B) - Strength: 100%
Fleet 2 - (G/B-B) - Strength: 100%

MILITARY: 3 (-1.5e/turn)
Spoiler :
Army 1 - (G/B-B) - Strength: 100%
Army 2 - (G/B-B) - Strength: 100%
Army 3 - (G/B-B) - Strength: 100%

ARTIFACT: 0/50e
Spoiler COLONIES :
"Bactri" (F/B-R) : +0.5e/turn (value = 2.5e)
"Bu" (G/B-T) : +0.5e/turn (value = 0.5e)
"?" (G/C-T) : +0.5e/turn (value = 0.5e)
"Benovo" (H/B-B) : +0.5e/turn (value = 1.5e)


[build 2 fleets for 2e]
[build 2 armies for 2e]
[income earned = +3.5e]
[income changes by -2 due to new military hardware]
[fertility drugs backfire causing sickness; income -0.5e/turn]
[fleet lost in battle; income +0.5e/turn]



Spoiler HLETHO (Lord_Iggy) :
ECONOMY: 1e (+1.5e/turn)
TECHNOLOGY: 2
STABILITY: 4
FLEETS: 4 (-2e/turn)
Spoiler :
Rhetho - (J/D-T) - Strength: 100%
Hraef - (I/F-T) - Strength: 100%
Tharaez - (H/E-R) - Strength: 100%
Zoroth - (J/E-B) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (I/E-R) - Strength: 100%

ARTIFACT: 0/50e

[colonize system I/D-Right for 2e]
[income earned = +1e]
[income increases by +0.5e/turn due to new colony]
[shock spreads as a result of first alien contact; -1 stability]



Spoiler IOKOLU (tuxedohamm) :
ECONOMY: 3.5e (+1e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (F/D-T) - Strength: 100%

MILITARY: 0

[hang out]
[income earned = +1.5e]
[income decreases by -0.5e/turn due to minor impact event]



Spoiler IVKINGS (bestshot9) :
ECONOMY: 3e (-1e/turn)
TECHNOLOGY: 1
STABILITY: 1
FLEETS: 0
MILITARY: 2 (-1e/turn)
Spoiler :
Army strength indeterminate due to civil war!


[no stories; no orders]
[harsh winter freezes out the war; fallout falls out]
[income lost = -1e]
[income remains unchanged]

NPCing for now, until bestshot9 comes back.



Spoiler KANT (Fuschia) :
ECONOMY: 2e (+2e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (B/G-L) - Strength: 100%
Fleet 2 - (B/I-B) - Strength: 18%

MILITARY: 0
ARTIFACT: 2.5/50e
Spoiler COLONIES :
"Parun" (A/H) : +0.5e/turn (value = 1e)
"Ren" (B/I-T) : +0.5e/turn (value = 2.5e)
"Hir" (B/I-B) : +0.5e/turn (value = 3.5e)


[no stories; no orders]
[assemble 1 fleet for 1e]
[fleet destroyed in battle at B/H]
[income earned = +2e]
[income decreases by -0.5e/turn due to added maintenance]
[income increases by +0.5e/turn due to reduced maintenance]

Will be NPCed next turn if Fuschia doesn't come back!



Spoiler KEKEJI (kill_fire) :
ECONOMY: 1.5e (+2e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (B/C-T) - Strength: 100%
Fleet 2 - (D/C-B) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (C/C-T) - Strength: 100%

Spoiler COLONIES :
"Gudiluha" (C/C-B) : +1e/turn (value = 1.5e)


[no stories; no orders]
[invest 2e into "Gudiluha" (C/C-B)]
[income earned = +1e]
[income improves by +0.5e/turn due to colonial improvements]
[new security measures are put in place; +1 stability, +0.5e/turn income]

Will be NPCed next turn if kill_fire doesn't come back!



Spoiler LELINTHIANS (NPC) :
ECONOMY: 1.5e (+1.5e/turn)
TECHNOLOGY: 3
STABILITY: 8
FLEETS: 3 (-1.5e/turn)
Spoiler :
Kelethletel - (J/C-T) - Strength: 100%
Lotholitel - (J/D-T) - Strength: 100%
Kululuthul - (I/C-T) - Strength: 100%

MILITARY: 0 (-0e/turn)

[mining colony founded in J/C-B for 2e]
[income earned = +0.5e]
[income improves by +0.5e/turn due to new colony]
[expansionist feelings sweep over Lolan; +0.5e/turn income]



Spoiler MURGLERS (NPC) :
ECONOMY: 2e (+0e/turn)
TECHNOLOGY: 0
STABILITY: 4
FLEETS: 0
MILITARY: 0

[nothin']



Spoiler NHROAAT SSKRAED (Megaman_zx) :
ECONOMY: 4e (+2.5e/turn)
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (K/G-B) - Strength: 100%

MILITARY: 2 (-1e/turn)
Spoiler :
Army 1 - (K/D-O) - Strength: 100%
Army 2 - (K/D-O) - Strength: 100%

Spoiler COLONIES :
"Krensht" (K/F) : +0.5e/turn (value = 1.5e)


[no stories; no orders]
[income earned = +2.5e]
[income remains unchanged]



Spoiler PHLEGHESH (NPC) :
ECONOMY: 3e (+3e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 4 (-2e/turn)
Spoiler :
Fleet 1 - (B/H-O) - Strength: 45%
Fleet 2 - (B/I-B) - Strength: 45%
Fleet 3 - (E/J-L) - Strength: 100%
Fleet 4 - (C/I-O) - Strength: 100%

MILITARY: 0 (-0e/turn)
Spoiler COLONIES :
"Ollethurr" (C/H-R) : +1.5e/turn (value = 3.5e)
"Gllth" (C/H-B) : +0.5e/turn (value = 1.5e)


[invest 2e into "Ollethurr" (C/H-R)]
[construct 1 fleet for 1e]
[income earned = +2.5e]
[income decreases by -0.5e/turn due to added maintenance]
[income increases by +0.5e/turn due to new colony]
[the populace gets behind the war effort; +1 stability, +0.5e/turn]



Spoiler SATELLIANS (Daftpanzer) :
ECONOMY: 3.5e (+5.5e/turn)
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (I/B-O) - Strength: 100%

MILITARY: 0
ARTIFACT: 0/50e
TRADE: Snud (+1e/turn)
Spoiler COLONIES :
"Ulumm-Bukk" (I/C-R) : +1e/turn (value = 1.5e)
"Ulann" (I/C-B) : +0.5e/turn (value = 3.5e)


[invest 2e into Ulumm-Bukk (I/C-R) colony]
[gifted 0.5e to Snud]
[fleet lost in battle with Geskani (H/C-R)]
[income earned = +3.5e]
[income increases by +0.5e/turn due to colonial improvements]
[income increases by +0.5e/turn due to decreased maintenance]
[Geskani attack alarms and disturbs the general populace; -1 stability]
[a new Kinship arises and begins massive development projects; +1e/turn]

On the chance for the economy to improve or worsen, I rolled a 100%, which I felt should be better than just a "yes". Lucky, lucky Satellians.



Spoiler SEIPAS YAG (NPC) :
ECONOMY: 1e (+0.5e/turn)
TECHNOLOGY: 1
STABILITY: 4
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (D/A-O) - Strength: 100%
Fleet 2 - (D/B-L) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (D/B-T) - Strength: 100%


[colonize D/B-Bottom for 2e]
[income earned = +0.5e]
[income increases by +0.5e/turn due to new colony]
[loyalists to the old government raise hell; -0.5e/turn, -1 stability]



Spoiler SNUD (NPC) :
ECONOMY: 3.5e (+3e/turn)
TECHNOLOGY: 3
STABILITY: 7
FLEETS: 1 (-0.5e/turn)
Spoiler :
Defense Satellites - (H/C-R) - Strength: 100%

MILITARY: 0 (-0e/turn)
TRADE: Satellians (+1e/turn)

[populace panicked by space battle; -1 stability]
[build network of defense satellites for 1e]
[improve technology to Level 3 for 3e]
[income earned = +3e]
[gift received from Satellians = +0.5e]
[income decreases do to stock market dip; -0.5e/turn]
[income increases by +0.5e/turn due to technical improvements]



Spoiler UNDROTH (NPC) :
ECONOMY: 3.5e (+3e/turn)
TECHNOLOGY: 1
STABILITY: 10
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (D/C-L) - Strength: 100%
Fleet 2 - (D/C-T) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (D/C-L) - Strength: 100%

Spoiler COLONIES :
"Grut" (D/C-T) : +2e/turn (value = 2.5)


[colony "Grut" (D/C-T) improved with 2e]
[income earned = +2.5e]
[income increases by +0.5e/turn due to colonial improvements]




Spoiler GALACTIC MAP :
milkyway2.png


The little X's represent armies. I'm afraid this is going to start getting cluttered, so I might end up fiddling around with the scale of things and such. Anyway, I also put solid color backgrounds behind the two super-ships in order to make them stand out a little better, but I think they look a little stupid; I just couldn't think of anything better at the time.
 
RACE NAME: The Orindi (plural: Orindis)

APPEARANCE: Orindis look like a sort of strange plant, almost, in that their main body segment is a slightly thick cylindrical trunk (about eight inches in diameter) with four thin arm-limbs extending in four directions from the top and four thin leg-limbs extending in four directions from the bottom. Being that they live in a heavily plant-covered world (large amounts of sunlight, CO2, and soil nutrients of volcanic origin), this body form is wonderful for navigating dense brush and climbing tree-like organisms or meshes of cliff-face plants. They are a very flexible species, able to bend their bodies in all sorts of ways to maximize use of their eight limbs in concert when climbing upwards. They are herbivores, though they also partially subsist on a quasi-symbiotic algae that covers much of their bodies, transferring nutrients back and forth through pores in the skin.

CIVILIZATION NAME: The Overworld Society

LOCATION: I/F-Top; Star: "Krull"; Planet: "Yellor"

HISTORY: Centuries ago, the Orindi achieved space-flight capability and began to exploit the resources of their home system. While they found themselves very much unable to settle on any of the other worlds around Krull, they managed to eke out a sustainable living on large city-ships that roamed the system, laying claim to various chunks of rock or sections of a small planet, harvesting mineral resources, and furthering their society. They were on the doorstep of FTL capability when disaster struck on their home world, the great and majestic capital city being destroyed by the sudden eruption of a previously unknown super-volcano. With their government in shambles, the city-ships decided to govern themselves, leaving the home world behind them. Seeing this as treason in times of crisis, the Orindi of Yellor managed to scrape together enough force to back up an ultimatum, demanding that the city-ships dedicate all of their efforts to rebuilding society on the home world (the super-volcano had left the planet in a terrible dark age), which the city-ships rejected outright. Reluctantly, war befell the Orindi, and many great space battles were fought, and many city-ships were destroyed by powerful long-range missiles and small attack sorties launched by the home world. Reprising out of anger and thirst for revenge, the city-ships banded together and bombarded Yellor until only ruin remained. Realizing all too late what they had done, the city-ships looked upon their ruined home world in agony, vowing to look over the struggling population at last. Unable to safely land anywhere due to the immense devastation they caused, the city-ships formed the Overworld Society and did what they could to protect and nurture the scattered populations on the surface. Now, society has re-formed on Yellor, though the descendants of the superstitious survivors remain comparatively primitive, while the city-ships pose as benevolent forces from the heavens in order to guide them. For the most part, the descendants of the city-ship dwellers do not want to own up to what their ancestors did, and so they keep the planet dwellers in the dark about why there are Orindi living in the heavens, and what really happened to their people. The Overworld Society continues to reap the resources of the rest of the system, sharing them with the Yellorian Orindi in exchange for food, gradually re-introducing technology to the people there, who, more often than not, fear and loathe it for reasons they can rarely explain.

CULTURE: Yellorian Orindi are on the cusp of a renaissance, though their technology remains fairly medieval (with a few gifted exceptions). These planet-dwellers are still superstitious, fearing anything they might view as supernatural as being some harbinger of darkness. Meanwhile, the Space-borne Orindi are progressive and innovative, though work is slow due to the demands of the home world. They have recently completed research on warp field theory, though they have yet to truly put it into use, as they cannot justify leaving their home world behind, largely out of guilt and shame. Yellorian Orindi exist in many governments, mostly centered on large cities that incorporate into the forests and jungles around them, while the Spacer Orindi continue to dwell in vast city-ships, essentially domed space colonies with propulsion systems attached, filled with lattice-works of support structures and climbing rigs that allow the Orindi inside to move about the cities with ease despite the low-gravity environments they have managed to produce.

GOVERNMENT: The Overworld Society is a form of Republic, with each ship represented in a council that determines the long-reaching future of the Orindi race. Civil liberties are a mixed business, as for the most part a citizen is permitted to do as they please, though work efforts are mandatory and idling is often punished as a criminal offense. Generally, the Overworld Society interferes very little with the Yellorian governments, unless it is to avert some crisis or provide aid in desperate times.

DOMESTIC POLICY: Help the Yellorians, work work work. Help the Yellorians, work work work. Etc.

XENOPOLICY: The Orindi do not have a solid policy, though it would surely be a peaceful one if it were ever fully formed. They rue their violent past, and fear a repeat of the catastrophe that befell Yellor. Aliens, should they ever arrive in the proximity of Krull, would be welcomed and hopefully traded with, though any excess dealings would likely be politely refused. The Orindi want to focus on their own problems before they get involved in the matters of strange alien species, and given that they aren't likely to leave their home system any time soon, they expect alien contact to be incredibly unlikely.

Spoiler ORINDI (NPC) :
ECONOMY: 1e (+1e/turn)
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 4 (-2e/turn)
Spoiler :
Norisia City - (I/F-T) - Strength: 100%
Ulusia City - (I/F-T) - Strength 100%
Yoros City - (I/F-T) - Strength 100%
Latasia City - (I/F-T) - Strength 100%

MILITARY: 0
 
(Names added to listing).
 
Cool :) I'm glad all of you guys are adding character and culture to your races a lot (and I know many of you have been doing so for months now), I really enjoy it.

As I said, update is still under way, and will be finished later tonight. I've been stumbling over my own feet, as it were, in writing this thing. I think I lost the rhythm I've been slowly developing :( But nonetheless, I'm getting there. Mostly done. Another damned NPC coming into the mix, of course ;) but other than that, I just need to finish writing it up and organizing my thoughts on the whole mess.

I've been pondering the idea of "fleet stats" a lot today, and I keep wavering between simple and elaborate stats. Simple ones would make it a lot easier to keep track and move along, but more elaborate stats would make things just that much more interesting! Here are my ideas, anyway...

Simple stats:
- Speed
- Health
- Combat

Elaborate Stats:
- Speed
- Health
- Defense
- Attack
- Detection
- Stealth

The elaborate ones are still pretty simple, but it's breaking things down a bit more, and I think it would make fleets that much more interesting. If we implemented either of those systems (or another one, if anyone has any better ideas), every race would have a sort of "stock template" that their ships start with and that can be built upon from there. So, basically, you'd get a few free "points" in different stats, but can remove them as you wish in order to raise other things, and I was also thinking that each technology level would provide you with an additional point to put into your fleets. So, if you started with 3 points already invested due to your race profile, you can then add 1 to any stat as you build the fleet (or put it around a colony in order to refit it at the expense of a turn of inactivity). Then, when you get Tech 2, you can add another point somewhere. I was also thinking about requiring fleets to return to "shipyards" in order to be upgraded with new tech, but I don't know if that would be taking too much away from the speed/flow of the game/story.

So, while you're waiting for the update, what do you guys think about these ideas?
 
For a story-based NES, excessively complex rules are kind of unnecessary at best, and obstruct the narrative at worst. Personally, I don't think the fleets need stats, since we can take our knowledge of the other races into consideration in determining battles, but if you'd like stats, I'd go for the simpler ones.
 
I just think it would be interesting to have them, but I don't really mind either way. I just think it might help a little to add flair to some of these ship battles. I might even just do some behind-the-scenes stat stuff in order to achieve this. But anyway, I want to see what everyone thinks, and might just end up saving the fleet stat rules for some other game in the future.
 
I like the idea of behind-the-scenes stats. It means that it's still story based, but you can determine battles and the likes fairly based on your views on a race.
 
Update: Up!
Stats: Up!
Map: Coming Soon! Up!
New Aliens: Coming Soon! 1 out of 2 Up!
Stories: Coming Soon! Working on it! Important ones are up!
Exploration Results: Coming Soon! Up!


ANY PROBLEMS AT ALL, let me know! I hope I didn't skimp on quality at all, but I think I spent close to 10 hours (with distractions and breaks included) on this update, so excuse me if it starts to get a little shoddy after a while. :)
 
Awesome. I'll have another story and some actual orders this time. I need to develop xenopolicy quite a lot more, so I'll write about that as well. Great update!
 
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