StarNES: Updates Without Number (Epoch I)

No i have yet to specify. Ideally Epoch I will be over by mid-april/late-april, as I seem to be able to get out updates pretty quickly.

Once we hit 50 or so stars I'll ask you guys if you want to move onto the next phase and I'll tinker with the left over hexes myself. However, I also want to give you guys time to destroy some stuff (as none of that has happened as of yet, I may reduce the price for comets to 2GC¤ to encourage some dickery) since the galaxy, at the moment, is pretty full of nice worlds.
 
But nice worlds are NICE!

Though Imagine the stories on one half of the Chrystocene pair if at somepoint in it's Mythic Age, it's Partner were struck with a comet and rendered a flaming wreck. Probably similar to Atlantis
 
Speaking of comets:

Spending 22GC¤
5GC¤ to hurl a comet at Varynx (2209)
5GC¤ to hurl a comet at Ender (0616)
10GC¤ to age Madarak (1908)
Bank 2GC¤
 
Updated the "Comet" section to reflect actual chances of damage:

Comet (Requires: Planets, 5GC¤)
Comets are this phases' way of saying "screw you" to another player. You can sling comets at hexes containing terrestrial planets to attempt to 'damage' and eventually 'break apart' a planet. When a terrestrial planet is destroyed by a comet it becomes an asteroid field of a corresponding size (i.e. small planets yield small fields, medium planets yield medium fields, large planets yield large fields, gaian planets yield large fields). 1-5: A planet is destroyed; 6-25: A planet sustains major damage; 26-65: A planet sustains minor damage; 66-100: the comet flies into the sun. A note: gas planets are another level of 'defense' in that there is a chance the comet will hit the gas giant and do nothing/be destroyed.
 
nutra; I think you should make a new icon for red giants. Like a giant red circle.


I think you should also add a random chance of creating a red or blue star which is much hotter. In a system with a blue star, a hot uninhabitable Terrestrial world would be more common than normal. In a system with a red star, a cold uninhabitable Terrestrial world would be more common than normal.
 
nutra; I think you should make a new icon for red giants. like a red version of the star. I think you should also add a random chance of creating a blue star which is much hotter. In a system with this, a hot uninhabitable world would be more common than normal.

Good idea! I'll include some information on this when I post part II of my design doc for epoch II (though the blue star stuff will be for epoch I and be effective next turn).

Can I join?

Double A: 37GC¤ (20+17)
 
Good idea! I'll include some information on this when I post part II of my design doc for epoch II (though the blue star stuff will be for epoch I and be effective next turn).



Double A: 37GC¤ (20+17)
I edited it. :P Just noting: I would say a 15% chance for a blue star and a 15% chance for a red star.
One of these stars:
Uninhabitable Terrestrial -> 1% to 75%
Somewhat Habitable Terrestrial -> 76% to 95%
Habitable Terrestrial -> 96% to 99%
Gaian Terrestrial -> 100%
Red Star
cold 1% to 75%
hot 76% to 100%
Blue Star
cold 1% to 25%
hot 26% to 100%
A star, if put into a system already having a star, should create another of the same type I would think. Having a red dwarf and a blue giant together wouldn't go so well I would think.

My general idea for the %ages I would say.
 


X-post from NESing ideas thread (I figured we can just brainstorm here and not flood that thread with posts)

Spoiler :

Well I am bored an really want to NES some more, but am currently waiting on a couple players to get their orders in (for one of my NES') and pretty much all of my players to get their orders in (for my other NES), so I figured I would spend my allotted procrastination time brainstorming Epoch II of StarNES.

Epoch II Design​

Now, as mentioned above, Epoch II is the stage in my community world-building exercise where we begin to introduce actual creatures to the game. A couple players have requested it, and I wholeheartedly agree, that this would also be a cool time to introduce various 'precursor' artifacts, such as ominous black monoliths, strange ruined temples, etc. etc.. But first let me go over how I think I would handle creating creatures:


Spacefaring Races
Not every planet can hold sentient creatures. In fact I initially considered restricting sentient creatures to 'Gaian' level planets (Gaian levels being Earth-like planets in terms of climate, atmosphere, and general level of habitability). Now, yes, this would certainly have put a damper on player-made species, not to mention make it impossible for stranger species to arise, such as a race of rock-eating molemen who make their home on a barely habitable rock, or cunning planet-eating space-monsters that glide through the galaxy's nebulae (yes, space-monsters will exist). Therefore I have devised the 'March of Progress' system, a gradual approach to making a player-made species into intelligent spacefaring races that will feature in the future epochs.

Sentient Species Overview
Now let me say this right off the bat: I am throwing science out the door in favor of a more 'galactic supreme creator' approach. If the ability for players to form stars at whim, conjure up gas giants with a click of a mouse, and condense terrestrial planets into being with a few key strokes has not clued you into my, quite frankly, lazy approach to scifi then this stage probably will. I am a long-time lurker of Lord Iggy's GalaxyNES, so maybe that will clue you in on how I envision alien races:



Again, initially I had planned for something limiting and quite frankly un-fun: a system of traits organized into various categories (physiology, society, morality). This quickly became unwieldy and more work than I would want from a NES-lite (besides, if I were looking to go into such mind-boggling detail I would whip up some excel spreadsheets ala Disenfranchised's SysNES2 (which looks like it will be amazing, but oh so daunting)). Instead, players will just describe what their species are like and are only forced to fill out three sections:

Species: A brief description of your creation's physiological make-up, this includes any strange space-magicy stuff that you happen to purchase with GC¤ (telepathy, psychokinesis, astral ties, etc.)
Values: A brief description of just what makes your creation different from dumb animals, i.e. an unerring desire to eat or a never-ending quest for perfection or the debilitating love of all things shiny
Dominance: A brief description of how your creation has managed to become the 'top-dog' of its society: are they naturally armored? really good at breeding so just outnumber everything? particularly cunning?

Now, before a player can do any of this they have to invest the initial amount of GC¤ required to create a sentient species. Exactly how much this is I am not entirely sure of just yet, though it will be fairly high so as to make sentient species rarer. However, players get to make one free sentient race.

March of Progress
Creating a sentient race is easy enough, it is guiding the creation to the point of development where they can begin to traverse space that is the hard part. Players will have to spend GC¤ each turn on advancing the development of a sentient species. Each stage along the march will cost some GC¤, whether or not this cost increases incrementally I have yet to decide. However, each stage is harder to achieve (chances of failure increase), and other players have tools to attempt to bring other species down. There are ten stages in total, though the first species that players create begin at stage 2 (tribal). In this way we will kind of simultaneously write multiple histories of the various sentient species all across the galaxy. Once a species hits stage 10 then it is considered to be Pre-Spacefaring and can attain no more levels. The first species to hit Pre-Spacefaring probably will get some sort of minor bonus in Epoch III (the epoch in which players get to control the expansion of various space-races).

Multiple sentient species can exist on the same planet (which will most likely result in some interesting updates) so long as there development slots. Uninhabitable Planets have 0 development slots; Somewhat habitable planets have 1 development slot; Habitable planets have 2 development slots; Gaian planets have 3 development slots.

Notable Flora & Fauna
Not only will players begin to craft their bizarre sentient species, but they will be able to litter the galaxy with various notable plants and animals that will more so come into play in Epoch IV (when the "NES" begins). These creations can be anything, ranging from fruits that double as cures to cancer to three-ton bison-bears that shoot out fire. The amount of notable flora & fauna that can be placed on a planet is tied directly to the planet's habitable-level: somewhat habitable planets have 1 slot; habitable planets have 2 slots; and gaian planets have 3 slots. GC¤ comes into play here as players can purchase extra 'traits' for the notable flora/fauna (i.e. that three-ton bison-bear would require two slots: one for being a three-ton bison bear, another for being able to shoot fire).

More information later.


Space/Planet Monsters
Another kind of creature players will be able to make in Epoch II are space/planet monsters. These are the terrifying baddies that will generally terrorize sentient species, be it in this epoch or in the next. The creation of space/planet monsters is more like the creation of a sentient species. Players will be required to fill out two sections:

Species: Describe, briefly, the physiology of your terrible beast
Values: What does your monster want? Is it just a bestial thing that has a cycle of eat/sleep/reproduce? Is it driven by the need to cause pain? Or is it actually much more benevolent and seeks to guard a certain quadrant?
Dominance: Describe just how your monster goes about being a monster

One other distinction exists in whether or not the monster resides in space or on a particular planet. Space/planetary monsters are able to move somewhat freely through the galaxy, where as planetary monsters are bound to their native planet. Like Notable Flora & Fauna, space/planetary monsters have "design slots" that can be filled with specific traits. Players can purchase more design slots with GC¤. Planetary monsters begin with more design slots than space monsters.


Precursor Remnants
"Precursors" were a collection of all-power races that existed in some other part of the universe long before our sentient species came into being. For whatever reason they left the galaxy prior to the NES' galaxy's native species took to space, but they did leave behind all sorts of doo-dads that are enigmatic and ominous.

In Epoch II players will be able to create these remnants. For a (high) GC¤ cost players will be able to plop down a remnant. When doing so players simply need to tell me the "Intended Effects" of the remnant, though I must urge you guys to realize that these are the intended effects—who knows how the remnant might of malfunctioned due to eons of disrepair? In fact, I know and so will you! When a remnant is created:
1 chance of it being in perfect condition
2-25 chance of having sustained minor damage
26-89 chance of having sustained major damage
90-100 chance of having sustained catastrophic damage

Depending on how damaged the remnant is its effects when 'awakened' can be pretty... interesting. There is a 5% chance per turn of a remnants 'awakening' per turn. Remnants that do not awaken during Epoch II may still be awakened in future epochs.
 
Oh, another preview. These are the symbols that I am potentially going to use to represent various sentient species/monsters.


They do not necessarily represent what the creatures actually look like, but are meant to give an idea of where what things are at a glance.

Then again I could always just color-code things.


edit: Yeah, I'll probably just color code it.
 
Alright, so since I am waiting on a few more orders to come in and I am trying to work myself up to writing my 80 page paper that is due in two and a half weeks I figured I'd start discussing Epoch III!

Epoch III Design​

Epoch III is the epoch that sees those sentient species who managed to reach the end of their March of Progress and are entering the stars as galactic conquerors.

Who Are We Playing?
During this epoch it makes more sense for players to identify with one sentient species over another, however so as to not lock people in/encourage selfless handling of other species players can choose 'favored races'. The 'favored race' of a player is a race that their orders trump, meaning that even if player X posts orders for race Y before player Z, player Z's orders are put into effect due to race Y being player Z's 'favored race'. Think of yourselves as fickle Greek gods presiding over the world, picking and choosing heroes to advance your own petty causes. In the event of conflicting orders I will reconcile the orders as best as I can while re-compensating the player whose orders were 'beaten out'. Each time a player spends GC¤ in succession on a non-favored race/government his/her voice becomes "stronger" and their orders carry more weight.

Your role in this Epoch will be to create galactic histories. You will direct war fleets, settle colonies, exploit native resources, and expand, expand, expand.

Spacefaring Races
This stage of the NES will introduce very light stats in order to let players know just who the spacefaring races are. I emphasize that these stats are simple and therefore will largely be descriptive. Currently I have drafted up three main categories:

Race Name/Government: Here the dominant race & the government's name are listed.
Favored Planets: Here the race's favored habitat will be placed, generally this corresponds with the planet they originated from.
Disposition: Here the race's aims are listed (i.e. conquest, trade, colonization, etc).
Subject Races: Here any other sentient species that are members of the race's government are listed here as well as their status (i.e. full citizens, slaves, tolerated merchants, etc.)
Unity: Here the race's unity is listed; this is, perhaps, the most important stat as less unified races can/will break apart and form other governments! Rival factions (if they exist) are listed here.

Again, the "Unity" stat is pretty important: less unified races/governments can see conflicting orders be done at the same time, resulting in the birth of rival factions. The reason that I am allowing for players to submit multiple orders for single spacefaring races/governments is because I honestly expect only a handful of the sentient species that were created in Epoch II to reach the end of their March of Progress. Do not dismay, however! Planet-bound pre-warp natives still factor in this epoch and definitely serve an important role.

Planet-Bound Sentient Species
The sentient species that did not make it to the end of their march of progress are not left in the lurch. Players can still spend GC¤ to attempt to send races into space as latecomers, however the chances of success are far less. To compensate for this interaction with spacefaring races has the potential to launch planet-bound races into the space-age, though exactly how they do so/if they become a race/government all on their own depends upon the nature of interaction that occurs between the spacefaring "parent" race and the planet-bound "children".

The results of first contact between a spacefaring race and a 'lesser' race will depend upon the Disposition of the spacefaring race, level of development of the planet-bound race, and a few other miscellaneous factors. For instance, warmongering galactic governments that encounter a pre-warp species that values military tradition and physical perfection may decide that the pre-warp species are worthy combatants and integrate them into their burgeoning interstellar empire as soldiers. That same warmongering galactic government may find a fairly advanced race of pre-warp philosophers disgusting and worthy of nothing less than conquest and may just enslave/eradicate them! The "Values" of the pre-warp race are fairly important in dealings with warp-capable species, as species with similar values will get along far better than ones with differing values.

In this way the race that you created, but failed to make it into space can still end up as spacefaring races, albeit on the backs of luckier/more developed species.

More later!
 
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