StarNES Part I: Rise of Galactic Empires

Checking stuff...

Is it possible to build a positive-income Gal Station? Living/Commerce looks that way...
Secondly, I really wish for hybrid stations. Why have 4 types? Just make a template and allow different modules to be added, or use the module space for living quarters and trade booths et al.
I really want these "minor planets" with a few turret modules and some income. My way of playing.

Colonization. Do I get to do that this turn? Or is it just scouting?

Exactly what is "improves economy" ? I'm Merchantile, starting with Basic Commerce (which, by the way, does exactly what?) and if I research Energy Banks at the start, how exactly does this affect me?

IMO the tech interstellar trade should require interplanetary commerce, too.
 
Continuing with more stuff I thought of... how much influence do I have over my starting position?

Does race background have an(y) effect?
Everyone else: Hey, guys. I'm really hoping for some cool "first contact" moments.

About the tech tree: Take my Powerpoint file from the preview thread, modify it yourself!! I made it in PPT for a very good reason: The click-and-drag. It should be very, very, very easy for you to fix the tech tree to the point you want. Copy for more boxes, add arrows, color-code. If you give me more info, I might even do it when I get home.

(I'm imagining a 3D tech tree over here... I must be seriously insane.)

Can we assume VCCs will default to success in the early phase, since we really don't have the money for PCP's?

GN, would you p'lease slap the Fed'Ration of Sh'ep for h'is ex'ces've use of god-damn a'strophes!?!?!?

Is there any limit to models? I advise the system from MoO: A race may only have SIX ship designs at one time. When a design is scrapped, so are all ships of that type, and one may only build from the six designs one has. This would pre-empt a lot of paperwork on ship models while creating an interesting tactical flavor as players wonder what to do with their "slots". (Hmm... one scout, one beams fighter, one missiler, one transport, one heavy bomber...)

Edit for more:
Conquering Planets. Sure, I may have orbital superiority, but where are the boots on the ground??? Will you keep track of troops somehow? Because I really dislike the idea of "Okay, you shot the enemy fighters and satellites out of the sky, the planet surrendered."


I'm still editing in more
!
 
"Okay, you shot the enemy fighters and satellites out of the sky, the planet surrendered."

Well, duh. What can the garrison do when the enemy has orbital superiority and is able to bomb the hell out of it as long as it wants?
 
Orders for the Tegory Wuma
(who are physically and societally like ants, the ancients are a sort of ant-eating beasts the size of a mammoth from the ice age with a long nose for slhurping in anyone who disagrees with them)

Send out all five ships to explore the nearest stars then pay for volountary colonization and organized if there is a really nice planet. Spend any potentially leftover credits to research basic plasma tools.
 
das said:
Well, duh. What can the garrison do when the enemy has orbital superiority and is able to bomb the hell out of it as long as it wants?
Let me reverse that. What the hell does having a few ships in orbit do when the planet is inhabited solely by hostiles likely to have missiles and be armed and dangerous? STA Missiles are easier to target than bombs, ya know, and give less collateral damage.
I'm thinking Fallujah here. America has (or had, by now) the city surrounded and partially invaded. Did it surrender? Absolutely not. Is the death toll higher than it was before the *cough*war*cough* "ended"? Yes. Do the Americans seriously have control anywhere except within about a hundred meters of their soldiers? Not that I've heard about.
 
Let me reverse that. What the hell does having a few ships in orbit do when the planet is inhabited solely by hostiles likely to have missiles and be armed and dangerous? STA Missiles are easier to target than bombs, ya know, and give less collateral damage.
I'm thinking Fallujah here. America has (or had, by now) the city surrounded and partially invaded. Did it surrender? Absolutely not. Is the death toll higher than it was before the *cough*war*cough* "ended"? Yes. Do the Americans seriously have control anywhere except within about a hundred meters of their soldiers? Not that I've heard about.

Are you sure that the earth-orbit missiles can't be easily intercepted?

I do agree that perhaps there should be "sieges" of planets or attempts to assault them with marines. But its up to Nexus really.
 
(filled out stats)

Name: Vurilur
Ruler [Player]: {Ozhimindoravu} [foolish icarus]
Color: Brown
Capital System: {Vweet-kt}
Fleet: 5 Scouts [Basic Weapons/No Defenses]
Happiness: Average
Racial Identity: High
National Identity: High
Loyalty: Above-average
Efficiency: Average
Currently Researching [Credits Spent]: Basic commerce [5]
Dominant Race: Vurilur
Secondary Races: N/A
Trait: Diplomatic
Government: Republic
Economy: Stabilized
Credits: 0
Basic Resources: 5
Special Resources: N/A



5 credits into researching basic commerce

Send 1 scout ship to each of the nearest 5 star systems to survey, and claim if possible.


Also, I must point out that on the tech tree, “Improved defecation” would certainly be an interesting technology, and I wouldn’t deny it has several very important advantages, you probably meant to put “improved deflection” ;)
 
Alright...tons to reply to...first I'll do Erik...

Is it possible to build a positive-income Gal Station? Living/Commerce looks that way...
Secondly, I really wish for hybrid stations. Why have 4 types? Just make a template and allow different modules to be added, or use the module space for living quarters and trade booths et al.
I really want these "minor planets" with a few turret modules and some income. My way of playing.

1) Yes, you will be able to construct Positive-Income Gal. Stations. Living colonies are just that.

2) Because a blank-slate Gal. Station would have no basic advantages. An unenhanced Support Military station will have a few small turrets to add to its strength, and Defense Military station has added armor plating, etc. I could [and probably should] add a blank slate one, but be aware it would have no added advantages and be basically worthless until upgraded.

Exactly what is "improves economy" ? I'm Merchantile, starting with Basic Commerce (which, by the way, does exactly what?) and if I research Energy Banks at the start, how exactly does this affect me?

IMO the tech interstellar trade should require interplanetary commerce, too.

3) When a technology "improves economy", it adds strength to your economy. Like in most NESes, doing things like creating currencies, building special inter-empire trade routes, etc. will enhance your economy slightly. However, when a tech has that in its description, it is a lot more powerful. As such, a Merchantile civ starts with a naturally stronger economy, is on the verge of having one thanks to Basic Commerce, and will go up to Growing after researching Energy Banks and be 1/4 of the way to the Booming economic status -- and this is not counting those little projects. Normal civs will barely reach Growing with Basic Commerce and Energy Banks even with those projects.

4) Interplanetary Commerce represents the development of a good, well-balanced, single-government interplanetary commercial system. Interstellar Trade represents the creation of rules and regulations, and some other things that you can imagine for yourself, for [then unregulated] trade between planets in your empire.

Continuing with more stuff I thought of... how much influence do I have over my starting position?

Does race background have an(y) effect?

5) You can pick your own Starting Location at the moment.

6) Race backgrounds themselves actually help me determine how the citizenry of a civilization may act to other races, civilizations, ideals, etc. Regardless of what the government does, citizens may ridicule a race, become violent because they're different, etc. History and culture says a lot about how these things can happen and will have an effect on foreign relations, trade, etc.

(I'm imagining a 3D tech tree over here... I must be seriously insane.)

Can we assume VCCs will default to success in the early phase, since we really don't have the money for PCP's?

Yes, you are insane. :p Just kidding. I added color, though.

Yes, VCCs are default early on.

Is there any limit to models? I advise the system from MoO: A race may only have SIX ship designs at one time. When a design is scrapped, so are all ships of that type, and one may only build from the six designs one has. This would pre-empt a lot of paperwork on ship models while creating an interesting tactical flavor as players wonder what to do with their "slots". (Hmm... one scout, one beams fighter, one missiler, one transport, one heavy bomber...)

That's actually something I hadn't thought of. It makes sense, but I'd make the number a little higher, maybe 8. There are many chassis I have planned to add in...

Edit for more:
Conquering Planets. Sure, I may have orbital superiority, but where are the boots on the ground??? Will you keep track of troops somehow? Because I really dislike the idea of "Okay, you shot the enemy fighters and satellites out of the sky, the planet surrendered."

Troops won't really be kept track of. It'd be incredibly hard for me to on this scale. When one captures a planet, the GOVERNMENT has surrendered. The citizenry may or may not have. Rebellion and insurgency is very likely to occur. However, there are ways to alleviate this, both "evil" -- forced reeducation programs, orbital bombardment of enemy weapon storage facilities AND civilian areas, complete genocide of natives, etc. -- and "good" -- granting limited self-government [EFFECTIVELY], allowing free education, stopping rioting and crime sprees, and other such things. A display of force CAN work, especially on Agricultural and Developing worlds. Minor Races are especially vulnerable since they're...well...highly primitive.
 
Update's definitely tomorrow night, with or without all/fixed orders...

To all non-diplomatic civs trying to communicate: Please reread the tech rules. You cannot communicate without Basic Translation, and even then you can't make many agreements. Thank you. ^_^ Contacting aliens without Basic Translation can result in unintended war or plain neutrality, depending on how lucky you are.

To all civs trying to colonize: Worlds must first be claimed, then they can be colonized. Meaning it takes two turns to colonize -- the first to claim, then another to colonize. I apologize for not making it clear.

To all: Here is the map I promised, with the names. I apologize for taking so long, life has gotten in the way. There shall hopefully be no further interruptions. Thank you for your patience. *bows*
 
So WE can somehow communicate, right? But its not because of the tech (though we have it) - we, after all, are telepaths, even though its much harder for us to infiltrate minds of other species, due to them having different mindsets.
 
We are, because we can hijack the minds of your guys if we want. But those minds disturb even us beyond belief, so we won't do that for now. ;)
 
OK, I can't colonize so I'm changing my orders to something smarter I think:

ORDERS - TEGORY WUMA (Also PM'ed)

Send my 5 Fighter-Scouts on scouting mission to claim the five closest surrounding planets/systems.

Spend all 5 Credits on researching Basic Commerce.
 
What, you're all going and being telepathic at me? Here's my answer:
HIVE MIND! :p

Seriously.

GN, would you mind alphabetising the techs, or coding them in some way? It's hard to look up the effects. Oh, and when do I get on the nation list?

Still researching Energy Banks.
Starting position (middle right) with instruction of what planets the scouts are to head to and claim: Go boldly forth!
 

Attachments

Orders (since I have no inspiration for a story and I want to get these in before you update):

my.php


Spend 1 credit on more scouts.

Spend 2 credits on colonizing the system which is pointed to by the thick blue arrow and the one which is nearly next to me, supported by 5 scouts each.

Scout the thin line systems with the leftover scouts.
 
NO! NOT THE HIVE MIND!

Then again, we happen to have telepathic internet. With the combined powers of our entire population, we might hijack the hive mind too.
 
You misunderstand. The Arkatus are not a race with a hive mind. That was only my chutzpic answer to you. Rather, the Kreatel provides the control that allows them to function as a single society rather than disunited village-sized clusters.

Hmm, I think I'll take that named map and do some MAJOR link-fu on it. I will use my super-leet html skills to Make It So that you can click on any star to get data on that star. How would you like that?
I bet GN would be very happy if I could hand him linked maps like that.
 
But who's got the hivemind then? Alex?

Erik, can you really do that? Do it then! This NES will get even cooler!
 
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