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SysNES 1: A Murky Pool of Light

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SysNES 1: A Murky Pool of Light

Spoiler Initial Florid Prose :

In the beginning mankind did spill forth from Urth, and danced among the stars.

All was not well however, for foolish dreams of freedom did put the tools of annihilation in the hands of infants and madmen.

Though the Solar Empire did enforce many centuries of peace, eventually the loosened demons did lay waste to the fragile homes of man.

Thus did the First Age, the age of Dawn and Empire, come to an end in fire.

All was not lost, for the wise and the humble did escape the ravages, and fled to volumes untouched by war. Even demons may die of age, and the first worlds were reclaimed in time.

Peaceful and mercantile, the wandering Lines of the Second Age did instil the Common Song over all but the hellish of worlds, and the galaxy knew much joy.

However the universe is a fickle place, and Shiva did swing his terrible sword and struck the men of the Second Age from the sky.

And thus the Second Age of Man come to an end, in blazing light and ignorance.

But all was not lost, for the fools and the foolhardy endured, and an age of darkness and petty war did follow the Tumult.

Eventually a new Song and community of worlds was hewn from the void as the new empires battened on the ruins of the ancients.

Peace was known, as was Glory and Sorrow, but destruction never reached the peak of the Dawn Wars, for all knew that the Tumult could come again.

And Lord Shiva did not disappoint, and once more ships were flung from the heavens.

But we were ready, and the lost nations now stand poised to make our mark on this new Fourth Age.
Spoiler Pre-game Timeline :

Pre UC: Bizarre barbarian states like 'Chin', 'Amerika' and the 'Euu', form and develop space technologies, local planets of Old Sol explored via Rocket-canoe. Equivalent: Development of farming in Egypt and the Middle East, Shang China.

First Age
UC 0: Founding of the Solar Federation and the Universal Clock (~2230 AD). Solar Federation amalgamates all Earth states into overstructure to deal with climate concerns and space threats. Equivalent: Babylonia/Assyrian Empires
Early First Age (UC 0-300): Development of space transcending technologies, terraforming of Mars, Solar Federations creation of, war with, and evetual conquest conquest of the Jovian League. Equivalent: Trojan War, heroic age of Greek myth, Zhou/Warring States China.
Middle First Age (UC 300-600): Exploration of nearby systems with transcend drives, scattering of the peoples, Solar Feds ossification and secret societies, heroic campaigns by Sol Fed to control local colonies after several anarchist actions using antimatter threaten inhabited worlds. Equivalent: Alexander's conquests and Diodachi squabbles, Han Empire.
The War in Heaven/The Ravening/Close of the First Age (UC 600-800): Mass release of kinetic weapon factories, deconstructor swarms, antimatter weaponry, autowars. Destruction of life in Sol system, local colonies. Hider worlds cease electromagnetic transmissions, Line Worldships flee into deep space. Equivalent: biblical flood, Barbarian invasions of China, post-Rome dark ages.

Second Age
The New Dawn (UC 800-1700). Demons succumb to entropy. Line Worldships develop countermeasures to the demons, return to human space, cleanse worst infections, establish commercial and social protocols known as the Commonality. Equivalent: Migration Age, ancient myth, Hebrews being lead out of Egypt.
The Early Commonality Age (UC 1700-2100). Worldship Lines use unparalleled position to establish Root English, anti-super weapon phobia deep in all human cultures, find most Hider worlds and bring them into the main discourse. Line government model of very strong Technocratic executive with democratic trappings seen as optimal human government for survival. Equivalent: Greek/Roman republics.
The High Commonality Age (UC 2100-2400). Expansion further into unexplored space, first discovery of non-human artifacts, human space tied into tight economic web. Pretty nice time to be alive. Equivalent: Mythic medieval golden era of many cultures, chivalry, honour etc.
The New Empires Age (UC 2400-2673). Increasing power of planetary populations reduces then replaces Line influence, main players become multi-system polities bound by some ideology (religious, transhumanist, ecotopian, eudaimonic etc) and powerful fleets. Large scale wars over rare atom deposits, biospheres, or exotic alien finds occur, but still bound by Commonality codes to avoid excessive destruction. Equivalent: Carolingian Empire, Islamic Caliphates, Tang China
UC 2673+ : Exotic gravity pulse from smaller black hole merging with supermassive galactic centre black hole crosses human space, all technological artifacts based on metric transformation undergo complete mass to energy conversion. 99% of humanity expires, only some ships in deep space and backwards worlds survive.

Third Age

The Dark Age/Feudal Age (UC ~3000-4500). Backwards and raw worlds redevelop civilisation, often based on Commonality radio transmissions who originators had died centuries before in the Tumult. Starships stranded by the Tumult find worlds using sublight engines, either uplift the populace or establish themselves as a ruling caste. The edicts of the Commonality and some of the ideology of the New Empires take on a semi-religious aspect. The isolation and extreme environments cause several new human subspecies to emerge/create themselves. Equivalent: Faltering of the HRE in twelfth century, warring kingdoms period in china, barbarian migrations, Columbian exchange from the Amerindian point of view.
The Renaissance (UC 4500-4900). Redevelopment of interstellar signalling and ships kicks off a new wave of development as the scattered worlds of man find each other, and begin expanding into space once more. Equivalent: Duh.
The Age of Revelations (UC 4900-5100). The discovery of the ruins of the god-like Priors gives humanity something of an inferiority complex, even as the looting of Ansibyl Pearls causes an explosion in societal capabilities. Equivalent: Opium wars for china. Black ships for Japan.
The High Third Age/Kingdom Age (UC 5100-5931). Faster than light communication allows a human interstellar culture not seen before, trade flourishes, but the new capabilities allow petty realms to extend themselves to the stars on quite low technological and social platforms compared to the Solar Federation or the Second Age Empires. This leads to orgies of petty wars over the loot of alien tombs. Many turn to Hiding from the main thrust of interstellar politics, or seek solace in the ancient religions of the Second or Earlier ages. In some worlds a zenith of excellence or nadir of barbarism is reach beyond anything from the earlier ages. With the new subspecies making waves, and weaker morality, many kingdoms engineer specialised forms of humanity. Equivalent: European opening of the world, Imperialism, new world slavery, your societies admit a direct link to this period but are slightly embarrassed by some actions done by their forefathers.
UC 5931+. A second gravity wave sweeps the human pollution from the sky, Due to a generally lower development level and density (though some regions have surpassed the Second Age), rather less proportional death results, only about 92%.

Note – due to hibernation and time dilation due to starship travel your society may not have lived through every year of this timeline, but instead skipping 10-100 year chunks. The Universal Clock is calibrated via a bunch of distant pulsars, so you all have a rough idea what the year is (UC 5955, or 8185±50 AD).




The Hydra Tuft


Spoiler Distance Maps :



Updates
 
Rules - General

Hi there, welcome to SysNES. I'm Dis, the Game Moderator and this is a shared roleplaying game-world where players control different socitities in a post-apolcaplytic Space-Opera setting! With pixel art! Its suffixed with 'Never Ending Story' for immaterial ancestral reasons - what games of this type have been traditionally called on CivFanatics.com.

At its most basic this game, but like many table-top games, is about interacting sets of numbers mediated by random number generators. In this case these numbers pertain to the statistics of your socitiety (population, productivity, etc), and the capabilities of your space ships and armies (speed, weapons, etc). I, as the all-knowing GM keep the majority of these numbers hidden in my Fortress of Doom, but I release sets of them periodically in updates representing a years worth of time having occured in the gameworld, and augment them with pretty maps, graphics, and a substantial chunk of prose detailing what has happened to the factions of the gameworld in my idiosyncratic writing style for the enjoyment of player and reader (see the update 0 lower down on this page for an example). The players job is to provide orders in between each update for how the numbers should change, reflecting their view of what the society in the game world would or should have done within the set game mechanics. An encouraged but not required player function is to provide their own prose or graphics to give more flavour to their society in the gameworld as it navigates the perils of the grim future in which it finds itself.

The rest of these posts here on the first page feature an exhaustive look at the game mechanics, and how players can interact with them, and the handy spreadsheet tools I've developed to help make this job quick and managable.

Spoiler Basic Introduction :
Our gameworld, the Hydra Tuft is made up of star systems in space. You travel between star systems in Interstellar capable (IS) ships. Getting from one system to another takes a set amount of turns, and a turn taken chart is in the first post. Moving between systems occurs at the speed of light, but you still maintain FTL communications (this is by means of your Ansibyl Pearls (AP), detailed later). You cannot have more system presences and roving fleets than you have AP, more AP can be gained by buying/taking from other players or investigating ruins and hulks.

Each system is made up of a number of worlds, which are either planets and moons. Planets are named after their star and orbital number in roman numerials, moons are named after their planet plus orbital number in a-z. If your socieity has heavy occupancy of a world I'll let you rename it to name that has nine or less characters. Worlds have a number of world traits listed in the bottom left hand corner of the world box, these describe the worlds environment. On each world there a number of regions where troops can be placed and habitats built, these are shown by the white spikes on the upper left of the world box. You may also build habitats in orbit for an extra cost, which does not use the region slots.

Habitats are the base mechanic unit of the game, similar to cities int eh Civilisation franchise, and are where your population dwells. They come in size from Alpha to Zeta, and each size has a set population limit after which you need to upgrade the habitat if you want the population to continue growing. You can upgrade the Habitat at any time, but it will only start producing science bonuses when sufficently full. You may only build one habitat in each region slot. Building and upgrading habitats has costs based on the traits of the world, ranging from free on terracompatible worlds with biospheres and breathable atmospheres, to hugely expensive on molten super Jovians. Each year you have a chance of adding a new population point in a habitat, which is modified by various factors. If the habitat is full this new population will try to move to another habitat you own, but they won't be happy about it. You build facilities in each habitat for a cost, which have different effects depending on the world traits. You can have one facility of each type in a habitat, though some have rather opposing actions. You can alter the world traits with terraforming, or your own population with adaptation which allows you to ignore certain world traits. Terraforming has either a set or continious cost based on world size, whilst adaption requires a payment everytime you move a population too or from the adapted world.

Each population point in your Habitats produces 1e and 1s a turn, these are economic and scientific capital respectively. Various facilities, world traits, technologies, and society traits, modify the per population production of e and s. Some buildings produce e on their own as well. You spend e to build things, move stuff around, change things and on your upkeep, and s to research technologies, develop prototypes, investigate artifacts and trade technology.

e is generalised over a system, thus e generated on one world can be spent on any world in that system. If you do not have sufficent e to do something you cannot build it over multiple turns but instead must accumulate e in a system till you can buy it in one shot. This accumulated e can be stolen in raids when ground troops plunder habitats or space marines plunder shipyards.

Each population point requires one f (food) a turn. f is produced by farm facilities. f is also generalised over a system, and each turn you have an f deficit the system population will decrease by 1 as people starve to death.

Habitats gain unhappiness for various reasons, and you can spend e and s to assuage their concerns. Too much unhappiness and habitats will riot and stop working, or destroy facilities or decalre independence all together.

Technologies work in a level system, and have nine fields in which you can gain levels: Biotech, Computation, Construction, Energy, Materials, Math, Social, Propulsion, and Weapons. Increasing tech unlocks new facilities, capabilities, and ship components, though most require levels in more than one field. You accumulate s in a field, and gradually get new technology levels.

You build ships by making a design via selecting components off the components list. This gives ships a set of capabilities, and a cost in e. You have 7 possible ship design slots per society, and building a new class requires retiring an old one if you have already have 7 types. When you design a ship it is a prototype, and you must spend [5 + e^0.95] cost in s before it can be constructed.
Ships can engage other ships in comabt if they have weapons components. Ships can carry other ships, e, ground troops and population between systems if they have the right components. Ships with an engineering bay allow you to establish a presence in other systems, as they can build a single alpha sized habitat per trip.

Ground troops can be built with e, or conscripted from your habitats (makes unhappy and reduces population), they occupy regions on world (the number above the region spike), and can freely move between regions on the same world. Ground troops can fight other ground troops and take over enemy habitats.

You can suggest novel ways to spend e, that I'll allow or disallow. Note that disallowing may mean that idea is already there but in an unrevealed part of the tech tree.


Order structure:
In your orders I'd like:
-What your spending e on
-What your spending s on
-Where you want ships and troops to move
-New ship designs
-Other stuff
-why you want to do that.
-cunning plans

Turn structure:
The order in which game mechanic events happen, each phase occurs at the same time for all players.
Research and Development Phase: S is spent, techs and ships discovered or created.
Build Phase: All habitats, facilities, ships and troops are generated. Starving population dies.
Pre-move Combat Phase: Newly built ships or on-going battles have their engagements to determine control of orbital space. Newly built ships do not have to engage in this if they don't want to.
Move Phase: Ships with IP drives can move to any world in the same system, Ships with IS drives can move between systems. Troops and population can move between worlds according to the rules below. e traded between players.
Main Combat Phase: Most ship engagements and ground warfare occur.
Fleeing Phase: Ships escaping loosing combats do so.
Activity Phase: Ships and facilities with special abilities do those activities: Bombing, ship repair, alpha hab construction, weapons station bombardment of orbiting ships etc.
End Phase: Population growth occurs, outstanding issues dealt with.
 
Rules and Stats - Technology

The image contains the current tech levels (update 6) and s left to accumulate in each field plus the currently known tech fields. The left hand side is the societies current levels, whilst on the right is the s required to reach the next level. In the tech fields section Ship Components are in blue, Facilities are in black, changes to existing things are in green and new capabilities are in red.

Spoiler Current Tech Stat and Levels :




Technology
You increase your knowledge and abilities by researching new technologies, which takes s alone.

Rather than a tree, I have for a levels system with 9 different fields, though nearly every advance or new capability will require levels in at least two or more fields. The new advance is only revealed when a player reaches all the tech levels required for it - being the technology leader is a foray into the unknown!

Trading technology requires the giver to invest a certain amount of s (showing the processing of the information for trade - translation, annotation etc) relative to the technology cost, and the receiver to invest a certain amount of both s and e (showing the adaptation of their technological base to the new information) relative to the technology cost. Thus trading can often be less worthwhile than researching it yourself and saving the e. Different technological fields require different investments to trade relative to their cost to research.

Also note you do not necessarily need to trade to get the benefit of others technology, as factions are allowed to terraform and build facilities in other factions habitats if they also have a base in the system (for costs you work out among yourselves of course). Plus you can exchange ships wholesale.

Spoiler 9 Technology Field Descriptions :

Biotech:
-Biotechnology allows you to control and manage lifeforms, improving the function of your biospheres and habitats and understanding of alien worlds. It is thus crucial for terraforming, medicine and altering your population. High levels also allow wet nanotech devices in combination with Computation.
Computation:
-Processing information and the devices that enable it, computation allows a number of ship components and general efficiency improvements, and many high end technologies require Computation in combination with another field.
Construction:
-Construction allows you to build bigger and better things, the most important being the increasing size of ships available. Improving construction also decreases the cost of larger habitat sizes, and more complex facilities. In combination with materials it allows better levels of armour.
Energy:
-Energy is somewhat self explanatory, controlling the production and management of energy. It thus allows various ship components and efficiency improvements. It also allows the production of shields and certain types of terraforming.
Materials:
-Materials is the structuring of matter into useful forms, it is useful for industrial applications, dealing with toxins, ship protection and control. High levels allow dry nanotech in combination with Computation.
Math:
-Mathematics covers all fields from pure to statistics. Provides few advances on its own but is a base layer for all other knowledge and your level in any field cannot be more than 4 times your maths level. Improvements in Interstellar drives requires Maths + 1 other field (depending on the drive type).
Social:
-Social is understanding the nature of other intelligent beings, thus allowing population calming measures, archaeology, and larger habitats. Also works in combination with biotech to provide ecological advances.
Propulsion:
-Propulsion and fluid dynamics is about making things go from place to place in real space. It thus provides interplanetary drives and enables you to deal with storms and gas giants. A number of offence and defensive components require propulsion knowledge.
Weapons:
-Zap! Weapons is about converting your other technology into killing devices, and thus enables ship weapons and improves the combat and defence powers of ground troops. Developing these devices can also help one deal with unfriendly biospheres or Radiation.


Tech Trading Modifiers
When you trade technology the gifting player must pay [Tech Level Cost]*[Modifier] in s, whilst the recieving player must pay [Tech Level Cost]*[Modifier] in both s and e before they can use the tech, though they do not need to do that right away.

Biotech - 0.7
Computation - 0.3
Construction - 0.5
Energy - 0.5
Materials - 0.5
Math - 0.2
Social - 0.8
Propulsion -0.5
Weapons - 0.3

Note the paranoid Soulons have to add 0.1 to all trade modifiers, and the 'Al cannot tech trade at all. If you have an affinity for a field you can take 0.2 from the modifiers, Cyborganised take 0.1 from Computation, and Homo Superior take 0.1 from Math and Social.

Example: The Ablahs wish to get computation 3 from the Bbats, rather than paying the 45 s to research it normally. The Bbats must invest 14s to prepare the information, then transfer it to the Ablahs. Now, whenever they get round to implementing this knowledge the Ablahs have to pay 14s and 14e before they can use it.
 
Rules and stats - Worlds, Economy and Facilities

The spoilered image contains each factions economic statistics as of update 0.

Spoiler :




Things to spend e on:

Habitats

The base of the society, building habitats costs different amounts depending on the features of the world.

Spoiler Habitat Types and Costs :

You should consult the Habitat Cost Calculator, which by imputing the traits of the world will tell you the cost of building/upgrading the six habitats on the worlds regions.
Spoiler Image of the Habitat Calculator :


The Levels of Habitats
Alpha - limit 1 pop
Beta - limit 5 pop
Gamma - limit 15 pop
Delta - limit 25 pop +10% s
Epsilon - limit 40 pop +20% s +15%e
Zeta - unlimited pop +30% s +25%e

Though you can build larger habs with small population, the science and e bonuses will only kick in when you get to that habitats population range (i.e. higher than the next habitat size down). Remember Cyborganised get -1 to hab pop limits, and the Kations get an extra -1 on top.

Habitat Rulings
-You may build only 1 Alpha habitat per world (to prevent spamming).
-You may build a Beta habitat on any free region of worlds you already have a habitat on. You don't need an Alpha habitat in that region first to build a Beta, but all higher habitats need a Beta (an Alpha is a militayr base, a Beta is a basic city)
-You may build an Alpha habitat on any moon of a planet if you already have a habitat on that planet or another of the planets moons for x1.5 the cost in e.
-You may build an Alpha habitat on any world in a system you have a habitat in already for 4 times the normal cost in e.
-Ships with engineering bays can construct 1 alpha habitat in a system you have no population in for free.
-You cannot build habitats on a world with hostile ships orbiting it.


Moving population around: You can move 1 pop to any habitat in a system you control for 2e. You may move 1 pop to any habitat connected to its current system by interstellar trade routes you control or are allowed to use for 6e.

Moving Ground troops around: You can move 1 ground troop to any habitat in a system you control for 1e. You may move 1 ground to any habitat connected by interstellar trade routes for 4e.

Making ground troops: You may build a division of ground troops at the cost of 2e in any habitat with 2 or more pop. You may also spend 1 pop per habitat with 2 or more pop to build a division, but this will produce unrest (less if your natural warriors). Ground troops cost
round( (N - 4 + D)/2 ) upkeep where N is the number of divisions in each region. (D is the danger - Unless your adapted to the conditions the traits Hot, Cold, Storms, Toxic, Poisonious each add 1 each to D). I.e. for a hot rocky world (D=1) 1-4 troops cost no upkeep, 5 costs 1e per turn, 6-8 cost 2e etc.

Facilities (7 out of 15 shown)

You build facilities in your habitats for their cost in e, with one of each type allowed per habitat similar to buildings in Civilisation.

Spoiler Facilities :

A Mine (m): adds a certain amount of e depending on world traits (look at the Habitat Calculator) but reduces reproduction rate considerably. If your system holdings include a mine on a world with metals and a world with volatiles you get +25% to e production in that system. A rare earths, heavy metals or exotic gases mine adds +25% e to all systems connected by trade routes. Habitats can only be built in space if you have a mine on a planet with metals within the system. Mines require Beta or larger Habitats and cost 10e.
A Farm (f): Farms produce an amount of f, which is modified by technology and their planetary environment (see the Habitat Calculator for details). Farms on dry worlds or in space get bonuses if you have a volatiles mine within the system. Destruction of your farms by random events or enemy action will cause population crashes. Farms require Beta or larger Habitats and cost 10e.
A University (u): adds 100% s and reduces e by a quarter. Universities require Gamma or larger Habitats and cost 15e. Scholarly factions and Homo Superiors get more s bonus out of a University.
Factory (a): doubles the amount of e and reduces the amount of s by a quarter that this Habitat will produce, more advanced Factories are available later in the game. Factories require Gamma or larger Habitats and cost 15e.
A Research Centre (R) : gives you +150% s from a Hab towards a particular research field, and you can only build 1 for each of the fields. Building them in different environments gives extra 50% s bonuses (Biotech: A biosphere, Computation: Other research centres (only 25% per centre) on the same world, Construction: Low Gravity, Energy: Radiation, Hot, and Cold worlds, Materials: worlds with an economic bonus, Math: None, Social: Habs >30 pop, Propulsion: Storms and Gas Giants, Weapons: Noncarbon, Poisonious, and Toxic worlds). Research Centres require Beta or larger Habitats except for the Social RC, which needs an Epsilon Habitat. Costs 20e and you can only have one of any type per habitat.
Cultural Centres (C) reduce the unhappiness in Habitats by X where X is the amount spend in their construction. You can describe the function of a cultural centre yourself, or ease its construction with a story. Cost varies, Homo Superier get cheaper ones though.
Shipyards (S) allow you to build ships in orbit around that world. Cost 15e.
[/spoilers]

Terraforming:
Terraforming cost e in one dose or continiously (i.e. removing toxic is 1 shot, keeping a cold planet warm costs a continious amount of energy). Only one type is currently known:
[spoilers=Terraforming]
-Biotech 3: Spend world size * 100 e to to upgrade a StAtmo, WBio world to SBio


Adaptation:
To be revealed.

Ships:
Ships have a certain cost in e, and can be built around any world with a shipyard, see the next section for details.

Trading
You can give e to other players in the same system whenever you like.

Tech Trading
See the tech section, adapting anothers technology to your society has an economic cost.

Trade Routes

You build a trade route between two systems you control shipyards in by 'sacrificing' X IS ships with cargo bays, where X is twice the number of turns seperating the two systems. This is representing those ships doing a continious shuttle service between the two, and allows you to send population and share e (at low efficency) between the two systems. This will also allow you to take advantage of economic valubles like heavy metals or exotic gases in another system.

Raiding
You may raid another players e if either you have a fleet with an intrusion unit, troops and a Cargo Bay in orbit with an undefended spaceport, space based hab or some other space infrastructure OR if you have ground troops near a undefended planetary Hab, and another hab in the same system or a fleet with a cargo bay in orbit. You can raid till your Cargo bays are full of e, or until the opponent is out of stored e.

System Wide Economy boosts

Having both a volatiles mine (i.e. on an icy, cool Jovian, gas giant, or an atmosphere+biosphere world) and a metals mine (on a rocky world) will give you +25% to the e produced by your population, but not to the e produced directly from mines.

World Traits

Here are the various traits the different planets and moons that make up the game space can have.

Spoiler World Traits :

Gases
Thin Atmosphere: Default world have no atmosphere. Thin atmosphere makes worlds somewhat more liveable (cheaper habs, more innate s), and can be ungraded to standard atmosphere with high levels of Materials and Propulsion tech. High levels of Biotech will allow your culture to treat thin atmospheres as Standard Atmospheres
Standard Atmosphere: Earth density atmosphere, makes the world much more liveable.
Dense Atmosphere: Much denser than earth, makes the world less liveable, can be ungraded to Standard with high levels of Materials and Propulsion tech, relatively low levels of biotech allow your culture to ignore the negative effects.
Panthalassic: This world is completely covered in oceans, making habs more expensive by increase science and food production. Must exist in combination with Standard Atmosphere, Dense Atmosphere, or Icy Surface. World produces Volatiles. Can be removed with extensive industrial operations.

Gas Giant: A gas giant of size from Saturn to smallest. Habitats are extremely expensive, but occasionally necessary if no other volatiles sources are available.
Jovian: A gas giant of Jupiter size and up, includes super large rocky worlds that have migrated close to their sun. Hugely expensive Habitats, but again necessary if no other volatiles or metals are available.

Atmosphere
Poisonous: The biosphere on this world is dangerous to earth-life, increasing habitat costs to protect the population. Can be removed or adapted to with medium levels of biotech.
Very Poisonous: The biosphere on this world is extremely dangerous to earth-life, increasing habitat costs to protect the population. Can be removed or adapted to with high levels of biotech. Often co-located with exotic biochemicals.

Toxic: The atmospheric mix on this world is dangerous to earth-life, increasing habitat costs to protect the population. Can be removed or adapted to with medium levels of Materials.
Very Toxic: The atmospheric mix on this world is very dangerous to earth-life, increasing habitat costs to protect the population. Can be removed or adapted to with high levels of Materials. Often co-located with exotic gases.

Storms: The atmospheric violence on this world is dangerous to earth-life, increasing habitat costs to protect the population. Can be removed or adapted to with medium levels of construction and propulsion.
Large Storms: The atmospheric violence on this world is very dangerous to earth-life, increasing habitat costs to protect the population. Can be removed or adapted to with high levels of construction and propulsion.

Physical Environment

High Radiation: The radiative environment on this world is hazardous to earth life, greatly increasing habitat costs to protect the population. Can be removed or adapted to with medium levels of energy or biotech.
Very High Radiation:The radiative environment on this world is extremely hazardous to earth life, greatly increasing habitat costs to protect the population. Can be removed or adapted to with high levels of energy.

Low Gravity: This world has low gravity, reducing habitat costs and spaceship production rates by 10%. Much harder to terraform though, until very high levels of construction.
High Gravity: This world has High gravity, high gravity increasing habitat costs and making spaceship production slower by 50%. Cannot be removed. This is for rocky worlds, Jovians and Gas Giants have high gravity by default.

Hot: Its hot! Habitats are more expensive, can be alleviated with low levels of energy, medium levels of biotech and/or Construction.
Very Hot:Its very hot! Habitats are more expensive, can be alleviated with high levels of energy and/or Construction.

Cold: Its cold! Habitats are more expensive, can be alleviated with very low levels of energy and/or Construction or medium levels of biotech.
Very Cold: Its cold! Habitats are more expensive, can be alleviated with low levels of energy and/or Construction or high levels of biotech.

Icy Surface: The surface is made of Ice, can only exist with cold or very cold. Habitats are more expensive. World produces volatiles. If cold traits are removed will convert to a Panthalassic.

Molten Surface: If combined with Very Hot means lava, Hot means sulphuric outbursts, Cold is hydrocarbon slush, and very cold is ammonia and ice. Either way Habitats are much more expensive, and this feature cannot be removed. Mines produce vastly more material.

Biosphere
Weak Carbon Biosphere: A carbon based biosphere with a tenuous grip on existence. Makes the world more liveable for earth-life (unless its poisonous), allowing Habitats to automatically upgrade and farms to produce more food. Can collapse into lifelessness with damage or industrial accidents, or upgraded to a strong biosphere with enough biotech knowledge.
Strong Carbon Biosphere: A carbon based biosphere with a firm grip on existence. Makes the world more liveable for earth-life (unless its poisonous), allowing Habitats to automatically upgrade and farms to produce much more food. Can collapse into WCB with damage or industrial accidents, or upgraded to a Gaian biosphere with enough biotech knowledge.
Gaian Carbon Biosphere: A verdant paradise of a world. Makes the world more liveable for earth-life (unless its poisonous), allowing Habitats to automatically upgrade and make more science and farms to produce much more food.
Non-carbon Biosphere: Something weird, each one will be described in detail in updates. Makes the world less liveable for earth-life, but sufficient biotech and materials knowledge can allow you to treat it as a weak carbon biosphere, or wipe it out all together and start adding earth life. May have exotic biochemicals.
Tough non-carbon Biosphere: This biosphere is taking no prisoners, if you want to start terraforming this world best nuke it from orbit (the only way to be sure). Habitats are obviously much more expensive, may have exotic biochemicals.


The economically or scientifically valuable traits a planet can possess.

Spoiler Bonus Traits :

Valuables with System Wide Applications
Metals: Rocky worlds have this by default (and isn't explicit), this trait appears on those icy outer worlds that have sufficient concentrations of material for mining. Having a mine on a metals world makes a whole bunch of construction jobs much cheaper, and boosts your general in-system economy.
Low metals: On the other hand some rocky worlds are nearly entirely silicates, and thus can't be mined for metals. Icy worlds and giant planets have this by default.
Volatiles: Light elements other than the abundant hydrogen are vital for creating and sustaining artificial biospheres, as well as having general engineering applications. Gas Giant, Icy, Panthalassic, and Strong Carbon Biosphere worlds have volatiles as default, this trait is for icy lakes in airless worlds, certain non-living atmospheres and the occasional more complex Jovians. Having a mine on a volatiles world makes farms more effective, and boosts your general in-system economy.

Valuables with Interstellar Applications
Heavy Metals: This world has an abundance of heavy and transuranic atoms very valuable in certain high energy and nanotech applications, and although they can be synthesised having a pile naturally available provides a economic boost to all systems connect by trade with a mine here. Co-located with Radiation and/or Toxicity traits. Requires certain levels of Energy to get the full benefit.
Rare Earths: This world has an high abundance of light rare earth atoms, which although relatively common in the universe the massive demand for them in superconductors and microelectronics applications makes having a big concentrated source an economic boon for all systems connected by trade with a mine here. Requires certain levels of Materials to get the full benefit.
Exotic Gases: Rare isotopes of noble gases, particularly He3, have extensive industrial and scientific use, and the atmosphere or surface of this world has an abundance of them, to provide an economic boost to all systems connected by trade with a mine here. Most often found on gas giants, occasionally on an odd gassy moon or bare surface. Requires certain levels in Propulsion to get the full benefit.
Novel Biologicals: The living creatures or odd chemicals of this world provide a number of fascinating substances for medical, environmental or domestic usage, and being connected to them by trade gives your habitats a boost in science production and happiness. Requires certain levels in Biotech to get the full benefit.
Ruins: This world is scattered with buildings and junk from another time, be it humans from the Second or Third Age, some alien race or the mysterious Priors themselves, and being connected to them by trade gives your habitats a boost in science production. Requires certain levels in Social to investigate. Investigation of ruins can yield technological advances or even artifacts of a near magical technological capacity like the priceless Ansibyl Pearls.
 

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Rules and stats - Combat and Ships

Player Fleets and Armies

This stats image shows a list of each players ships and divisions (as of update 6), where they are and if they are damaged or not.

Spoiler Update 6 Fleets :




Ground Combat

Ground combat between divisions works quite simply, and similar to the board game risk. A player will order a certain number of troops into an enemy held region, if the opposing player has also ordered an attack combat will first occur between the regions, then the survivors of that will invade their target region. Each division rolls a D8, adds their modifiers (see below), and then lines those scores up against the opponent, highest score wins in each pairing and the opposing division is killed, with the defending player winning ties (for example A invades B with 4 divisions, B defends with 3. A rolls ( 5 4 4 1 ) B rolls ( 7 6 3 ) A's 5 is beaten by B's 7, A's first 4 by B's 6, whilst A's second 4 beats B's 3, and A's 1 is unpaired. A thus loses 2 divisions and B loses 1. A's 2 remaining divisions can now attack again unless the retreat threshold is reached). After a round of combat the aggressor will attack agains unless it has recieved unacceptable losses. The defender can also retreat to another hab, empty region, or orbiting cargo ship if a certain loss threshold is reached.

The only orders you issue are the number attacking and at what threshold of lost men you want to retreat. Default orders have armies retreating when 75% of their starting divisions are lost. This is pretty simple and results will be calculated by the mod.

If all of a planets regions are occupied by troops and you want to invade, you must first bomb open a free slot. You cannot station troops on Gas Giants or Jovians.

Spoiler Ground Combat Modifiers :

Modifiers:
Natural Warriors trait: +2
Akresians: +3
The number of regions on the world you control in excess of the opponent (i.e. you have 3, they have 2, you get +1 bonus): +X
Having a fleet in orbit when your opponent does not (info advantage): +1
Having a fleet capable of bombardment in orbit: +1
Various Techs: +X
World has a negative environment trait that your not resistant to (Hot, Cold, Storms, Toxic, Poison, Radiation, High Gravity): -2 (does not stack)
World has a negative environment trait and you're Extremophilic (replaces the above modifier): -1 (does not stack)
Using atrocities: +1 (creates unrest).


When you conquer another players hab, the industrial Hab facilties are retained (mines, farms etc), but the intellectual and cultural ones are lost. If the conquered population can flee to another habitat they will, if not some will survive the conquest and remain as a conquered, angry and unproductive population.

Ships and Fleets

Ships will hopefully be one of the cool things about this NES, and there will be a good bit of focus on them. You make ships by selecting components to include which gives a vessel certain features. This calculation is automated for you in the Ship Designer, which will have updated versions with each turns update.

Here is a current list of ship components (update 0), the ship designer also has a components details list. Number of components is a ships size (though several components take more than 1 size, you can construct a ship of up to size 4+(Construction Level*3) for normal price in e, and ships of up to size 5+(Construction Level*4) for 50% additional cost (applied to all components).

Note these are not 'x-wing fighters' or anything stupid like that, even the smallest ship is bigger than the space shuttle.

Spoiler Ship Components :




Ship design concepts


-IP speed (Interplanetary speed) determines a ships movement in real space. It does not show the speed ships move between planets (as this would be neligable compared to a turn, and ships can move from any world to any other in a system in a turn. Instead it relates to a ships ability to intercept or flee from other ships at the start of combat. Ships with IP Speed of 0 cannot move between the worlds of a system.
-IS Capable (Interstellar travel) - if 'yes' this ship can jump between systems at the speed of light. All ships travel the same speed, and move to different systems via the distance chart in the first post. The various types of drive effect the required ship design rather than act of transcending real space itself. When travelling between systems ships appear randomly on the 'gravity rim' of the system (you cannot transcend in strongly curved space-time), several hundred AUs out. It is pointless to interdict a ship out there, so all combat occurs in the locale of worlds. If a ship with no IP speed (like the scout probe) translates between systems it hangs in the dark void beyond the outermost world. There are four types, each working with a different field (plus maths), and each having a different bonus at high tech levels.

Spoiler Known types of IS drive: :

Burst Drive
The nacelles spikes of the Burst Drive extend from their housing within the ships hull and beat at the fabric of space-time like the wings of an angel. The simplest type of drive and the most linear, the arrays transcending a set amount of mass and no more.
Mk1: Requires 1 unit per 4 ship mass

Manifold Drive
The plating of the manifold drive generates a smooth field around the bulk of the ship as it slips beyond space like a diving whale. Cooperative effects and the square-cub law make it progressively more efficient with larger ship sizes.
Mk1: Requires 1 unit per cube root of ship mass times 4 (rounded up).

Charm Drive
Rather than forcing its way into the bulk with torrents of energy, the Charm drive unit exploits the frothing superstructure of the vacuum itself to gracefully slip between systems. Whilst cheap in terms of energy and mass exploiting the femtoscale wormholes requires considerable computational power, though luckily this need not be on the ship itself.


-Power is produced by certain IP drives and power cores, and represents energy demands above and beyond normal. Some components require a certain level of power to be installed, and some components get boosts from having surplus power after the first type of components have taken their essential requirement (see the extra damage from microwave lasers).

-Inititive is the cleverness and reaction speed of the ship and modifies escape/enagement odds and missile to hit chance, also helps with or against unexpected attacks.

The three ship-to-ship damage types...
-Missiles are reaction-drive accelerated projectiles that rely on more than kinetic energy to do damage. They hit hard but are easy to avoid, and thus are primarily combated by dodge. Missiles can also be used to bomb worlds, but not as effectively as dedicated devices.
-EM (electromagnetic) is the use of coherent photons to damage another craft. They do little damage unless provided with sufficent power, but are hard to avoid. Thus they are primarily resisted by armour.
-Particle damage is accelerated mass (slugs or streams of atoms/protons/electrons). They hit hard and are difficult to avoid, but can be easily deflected by charged fields or energy forms. Thus they are mainly stopped by shields.

...are resisted by the three defence types:

-Dodge is a combination of acceleration potential, chaff and noise countermeasures and active defence systems. Ships are fighting at tremendious distances, so one of the surest defences is just zigzag faster than the enemies weapons (which have to cross real space) can respond. Small ships have an inherent bonus to dodge, as they can maintain sharper acceleration profiles, and their emmission readings stand in less contrast to a noisy background. Ships without an IP drive have a -3 dodge bonus. Dodge works as a percentile chance roll.
-Armour is material cladding the ship, it stops EM quite well, Particle quite poorly, and is neligable in the face of missiles (as if the missiles managed to connect you're pretty much dead). Armour works as a absorbative effect (a ship with 2 points of armour and hit by 3 points of EM damage would take 1 point of damage)
-Shields are some sort of energy or charged particle field protecting the ship, and thus deflect Particle damage very well, and is moderately effective against EM, and is is neligable in the face of missiles. Shields works as a absorbative effect (a ship with 2 points of shields and hit by 3 points of Particle damage would take 1 point of damage)

-Coupling allows you to stick weapons together into bigger versions, i.e. you could have 3 slots of independent Microwave lasers each with a seperate chance to hit and 1 damage, or you could have 1 Laser that occupies 3 slots, has 1 chance to hit and deals 3 damage when it connects. You thus want lots of small guns against an opponent with high dodge, and one big gun against an opponent with high armour. Note the ship designer does not have sections for coupling, you have to add how your sorting your guns when you submit the design form. EM and Particle components is shown in the form AxB, where A is the number of that size gun and B is how many guns have been coupled.

-Bombing is what ships can do to Habitats of worlds there near. Each bomb slot in a fleet is a percentage chance of destroying 1 pop point or facility per year you're bombing an enemy Habitat. Spaceborn Habitats and Facilities get -75% defense against bombs, whilst Thin, Standard, and Dense/Gas Giant/Jovian Atmospheres give +25, +50, and +75 percent defence respectively. Rugged Designers get (+10% bomb resistance). Bombs will destroy population or most facilities chosen at random, though later bomb components will allow player control. Shipyards and Space Elevators being partially in space and partially on the ground can only be destoryed by bombs, but they can be preferentially targetted with low technology bombs as well.

How Ship Combat Works


Outside of combat ships are 'fine', damaged' or 'dead'. Ships within combat have hitpoints equal to their size, a damaged ship starts combat with half hitpoints.

Spoiler Round Structure of Ship Combat :

Here is the round structure of ship to ship combat (note - defender always wins ties)
  1. One fleet attempts to engage another, it will succeed according to a comparison of the two fleets slowest speed if the other fleet does not wish to engage – if it does wish to then engagement is automatic.
    • Protagonists speed is greater: 100%
    • Fleets have equal speed: 75% (7-8 on a D8)
    • Protagonist is 1 speed slower: 50% (5-8 on a D8)
    • Protagonist is 2 or more speeds slower: can't engage.
    As well as running, a fleet can also attempt to hide in the noise of a planet to avoid the enemy. This can only be done if the evading fleet only has ships with quiet drives. The aggressor roll D10+[Computation]+[Number of Sensors] against the defenders D10+[Energy]+[Number of Sensors]+Inititive. If the defender succeeds combat does not occur.
  2. The two fleets are now at long range and can engage with missiles. The attacker rolls D10+int+(propulsion tech/4) against the defenders D10+dodge for each missile, if the attacker wins it deals missile damage to the opponent. Missile salvoes happen simultaneously and are aimed at opposing ships of the players choice.
  3. Missile phase over, the fleets can either attempt to move to close range, stay at long range or try to escape. Fleets roll D10+slowest speed+int against each other and the winner gets to choose what range they move to.
  4. If Escape is chosen combat ends, if Long Range is chosen combat repeats step II and III, if short range is chosen combat moves to short range.
  5. The two fleets are now at short range and can engage with missiles, beams, and particles. The attacker rolls D10+int against the defenders D10+dodge for each missile, then rolls D10+int+4+speed against the defenders D10+dodge+speed for each beam and particle, if the attacker wins it deals damage of the appropriate type to the opponent. Beam damage is reduced by 1 for each point of armour and 3 points of shields, Particle damage is reduced by 1 for each point of shields and 3 points of armour.
  6. Once a ship has been dealt damage equal to its size it is destroyed.
  7. With one round of close range combat complete, the fleets can now attempt to stay at close range or go back to long range, or move to boarding range. Fleets roll D10+slowest speed+int and the winner gets to choose what range they move to. If move back to long range go to II, if stay at short range is chosen go to V, and if boarding range is chosen move to boarding range.
  8. At Boarding range if the aggressor has something that enables boarding they roll D10+Ground Combat+number of boarding devices vs the opponents D10+Ground Combat, and if they win they take over the targeted opposing ship. If they fail the fleets move back to short range. The aggressor or defender may choose to ram at boarding range and rolls D10+int+speed vs the defenders D10+int+speed, if they win both ships are destroyed.

When all ships on one side are dead, fled, or captured, combat ends. All ships that took any damage are 'damaged'.


How it will be Organised in the Update Structure

There will be three types of fleet combat events:
-Automatic: I'll quickly run through these with an automatic program.
-Player vs Player: before the updates done I'll post ship lists for PvP engagements, you then go off and sort out a game between you with the above rule structure, and then both get back to me with an agreement on who won. I recommend http://www.randomresult.com/ for checkable random number generation. If you don't get back to me within a certain time I'll automatically generate the results. PvPs will only happen where both players have at least a large hab or a Command Deck component in the vacinity of combat.
-Moderated: for epic, story critical, or game changing engagements I'll try to arrange to meet with the two (or more) players in IM or via PM, and I'll do the die rolls whilst you make the decisions.

Ships can only get into one combat per phase of the update.

Current Ship Designs

There is only one default ship design - the microwave laser IP fighter. Since the designing ships is hopefully a major part of this NESes 'cool' I thought I'd force freedom on you.

You have to destroy all the old ships of a class before you can open up a new slot, and you only have 7 design slots total.

A new ship design requires its [cost in e] + 5 in s invested in prototype costs. Your first IS ship with a particular drive type costs an extra 25 s prototype costs (this is the main advantage of the 'starts with drive' trait, as their prototyping for one drive type is already paid, they also get to design IS ships with that drive for 0.66*[cost in e]^0.95 + 5, a substantial discount).

Spoiler SHIP DESIGNS :




What the ship designer looks like:
Spoiler :


 
Societies

(note these are a copy-paste of your submitted forms, update based background has canonical superiority over them).

If and when NPCs occur, their motivations will show up here.

Spoiler Descriptions :

Spoiler Soulons :

player: matt0088

- Rugged Designers (+3): Your society constantly over engineers their ships to be tough and durable. Ships have +1 base armour.
- Extra starting technology (+1): You start off higher on the tech tree, limit of level 3 in any one field. Fields: Construction 1, Energy 1, Materials 1
- Distrust/Paranoia(-1).
- Poor Start (-1)
- Natural Warriors (+1)

The formative beginnings of a great trade center seemed to be the destiny of Kaus and its inhabitants, attracting what few merchants the Hydra Tuft had begun to possess, but; it was not be, the second tumult ruining any and all. Attempts to resist the onslaught were in vain, but life survived as it always does. Now, what various bastions of humanity had remained have banded together in mutual need and necessity, and glorified memories of a long distant past seem closer then every before, but it is only the beginning.

As for the society itself, like everything else, after the second tumult, it too, was reset to its very beginnings, but over time, leadership emerged over the simple, rugged resource gathers trying to scrap out a living. However, due to limited resources, paranoid members of the Soulon League have yet to see if their follow friends are really friends at all, or just the guy who found the biggest cache of high tech equipment from the various wrecked husks that litter the land.


Spoiler Kations :

player: Kal'Thzar

Homo Superior (+3)
Cyborganised (+4)
Extremophilic (+3)
Horrible Start (-3)
Haughty (-2)

The Kations were initially designed during the SF. Whether the project of any governmental force in the SF, or of a scientist gone mad with the power at his disposal, the Kations were designed to be superior to homo sapien in every way. Realising that the limits of flesh and bone dictate the ease of settling on new planets the Kations were designed such that they could adapt to any problem, whether through changing their biology, cyborg implants or simply the perseverance gained by being such a heavily modified peoples.

As a people more used to working on the fringe; the last tumult landed them on a fringe world in the arse end of nowhere, with few resources it could be difficult to get out of this system and explore the cluster as large.


Spoiler Vazan :

player: Circuit

Cyborganized (+4)
Relaxed (+1)

Historians debate on when Zavi Cybernetics, Inc. was founded. Nonetheless, the corporation, a wild success for a time, went out of business centuries ago, when one of its primary products, GAIA (Governing Artificial Intelligence Armature), malfunctioned simultaneously across multiple systems. A massive recall was not able to save the company's diving public image. It attempted to regain control with it's GAIA II system, but the stain of the recall and massive galaxy-wide governmental failures, and the resulting bloodshed, remained. The market simply didn't exist any longer, and the company went out of business. However, the residents on Zavi remained. Also, simply because there were no markets for GAIA II outside of Zavi didn't mean that the residents of Zavi. the Vazan, weren't willing to give the system a shot. GAIA III now is the center of governance of Zavi. Centralization is emerging as GAIA III takes over more and more of the affairs of Vazan society...the politics, the economy, even traffic. Some wonder how much further GAIA III will penetrate the society, and whether the old mythical beast from pre-Galactic days--the Borg--will emerge on Zavi, controlling the Vazan, and enslaving even more. But it's just speculation.

Note: The Vazan did not start in this Zavi system (there are a lot of stars out there, things get recycled), and GAIA is not remotely sentient, merely a collective control system. The Borg is also not going to happen.



Spoiler Esani :

player: Daftpanzer

Scholarly (+1)
Relaxed (+1)
Natural Warriors (+1)
Ecopoets (+2)
Horrible start (-3)
Extremophilic (+3)

Description: The Founders had many great ideas, but all their projects turned to ashes in the churning of a tumultuous past. All except one. Forgotten, abandoned, a few colonists struggled on and persevered, determined that the ideals of the Founders should be given life in at least one small corner of this universe.

To the Esani, the past no longer matters. Even the semi-mythical Founders are being forgotten. All that matters are the Ideals. Integrity, Awareness, Inner Strength, Personal Choice, Personal Responsibility.

Corruption and weakness have been swept away. Now the Ideals shall bring forth the latent inner power of humanity. Not as some brainwashed cult or some indoctrinated hive-mind, but as an ever-morphing alliance of sovereign individuals, overcoming great difficulties and reaching out for new habitats, using every tool of technology and psychology, all to bring forth that final generation that will be truly free to follow its dreams and passions.


Spoiler Ik :

player: Kentharu

Attributes:
Start on a biosphere world (+2)
Begin with a Drive Technology (+3)
Relaxed (+1)
Natural Warriors (+1)
Scholars (+1)
Vunerable to Radiation (-1)
Technological Antipathy for Material (-2)

Description:
The Ik are the remants of a small, but technologically advance and technologically dependent federation of Afro-Arabic nations. After the second great Tumult, the federation was virtually destroyed however a forward colony of the federation, which lay in relative technological ignorance managed to survive. After knowledge of the fall of the federation was made public, the government was quickly reorganized to deal with the fallout as refugees from the shattered state, and turned itself into a republic, with much of its power vested in the executive branch, allowing for greater control of the situation. It is only recently that the Ik have developed drive technology and the governments fierce will to project its power and to hopefully colonize new worlds to alleviate over population on the home planet, have given rise to a major drive to expand.


Spoiler Gardeners :

player: Shadowbound

Biosphere World +2
Scholarly +1
Ecopoets +2

The Gardeners were a minor religious sect within the Iskandrian Republics, with pre-industrial communes, ecoterrorists, and everything in between. Generous benefactors allowed a group of scientists and farmers to settle within the Hydra Tuft, as part of a project to create a perfect eco-friendly society. The second Tumult allowed the Garden to establish itself in peace, and the inhabitants have created a high-tech society that enhances rather than weakens their planet. It remains to be seen if they are ready for the rest of the galaxy, though, it may be the rest of the galaxy that isn't prepared.


Spoiler Lantians :

player: alex994

Horrible start (-3)
Begin with a Drive Technology (+3)
Homo Superior (+3):
Extra starting technology: Maths (+1)
Scholarly (+1)

The Lantianese are perhaps one of the luckiest people humanity has ever known. Their ancestors have survived the destruction of the Solar Federation and the Two Tumults by either chance or good fortune. Yet their luck seems to have run out. Their current planet is a bleak one and the odds seems to be against their favor.

They are the descendants of a top secret genome project funded by the former political entities of what once constituted East Asia (China, Korea, Japan and Vietnam) to create the ideal human that would survive and carry on the genes of the East Asian populations in the event of catastrophe as well as spearhead humanity's quest for technology. While the passage of time and other factors have diluted the genetic pool, they remain for the most part rather genetically homogeneous. But with their strong affinity in the sciences and the pursuit of knowledge, they have strong faith that they will survive and prosper. After all, they have always managed to beat the odds.


Spoiler The 'Al :

player: Immaculate

(-3): Xenophobic Isolationists: Unlikely to trade. may not trade for technology at all. Must role-play isolationist. No trading centre.
(+1) Scholarly
(+1) Relaxed
(+2) Extra starting Tech: Computation (taken twice)
(+1) Extra starting Tech: Social
(+3) Technological Affinity for Bio
(+1) Natural Pilots: Ships under size 6 and ships under size 20 with a computational module get +1 dodge (stacks)
(-1) Passive: lack of capacity for rage or fury or excitability, while good for piloting craft and preventing riots, makes them poor ground attack forces (-25 ground attack)

A secretive race characterized by a totalitarian apartheid regime ruled by a cybernetically enhanced elite and mundane, non-enhanced masses. The ‘Als’, like most modern races, have modified their own genetics to suit their needs; in this case they have manipulated their genomes to better integrate their neuronal system with computing hardware. Though outwardly human-looking, the ‘Al’ are characterized by computer-like processing and emotional development; many appear to be in ‘trances’ as they interface with each other and with far-away devices. Regardless of parentage, young ‘Al’ are raised by the totalitarian government and tested for their affinity to merge with the computing ‘system’ at the age of 7 cycles (8.2 earth years). A small minority are deemed fit and undergo extensive surgical manipulation and become part of the ruling cybernetic class.

The majority are consigned to the non-enhanced masses and serve in factories, farms, and workshops, thanklessly and without pay. The genetic manipulations that make some members of the society especially fitted to serve as ‘nodes’ of the ‘system’ also make the non-enhanced particularly acquiescent and docile.

The minority who are deemed fit for cybernetic enhancement become a living node of the ‘system’, a huge computing network who’s nodes are individually located in computing devices throughout the devices, factories, ships and even cybernetic enhancements of these people. As a result, they are able to transmit data directly to and from computational devices and each other. They also use this neuronal interface to better direct their industries, ships and in some cases, weapons.

Socially, the ‘Al’ are xenophobic, secretive, and possess a strong collective identity. They also reject individuality, embracing instead each individual’s role within the ‘system’. Pluralism and heterogeneity are seen as imperfections to be rectified. Business and labour, like all aspects of ‘Al’ society, are directed by the ‘system’ (ie- collective government).




List of Society mechanic bonuses and negatives:

Spoiler :

The Soulons are Rugged Designers, Paranoid, Natural Warriors, and have an extra starting technology in Construction, Energy, and Materials. They thus get:
+All ships have +1 basic armour.
+Habitats are all 10% resistant to bombing (I.e. bombing rolls get -10%)
+2 (25%) to all ground combat rolls.
+They get to research Construction, Energy, and Materials at -6.6% cost. (I.e. 1 less s at tier 1, 2 less at tier 2 etc).
-All tech trading modifiers are increased by 0.1.
-Have to roleplay being paranoid jerks.

The Kations are Homo Superior, Cyborganised, Extremophilic, and Haughty. They thus get:
+To trade Computation, Math, and Social with modifiers of 0.2, 0.1, and 0.7 instead of the usual modifiers.
+20% to university s bonus.
+20% to Research Centre s bonus
+More happiness alleviation from cultural centres
+10% to all system e (added after everything else and rounded)
+When adaptation choices come available they get to adapt to tier one hostile world traits (I.e. Hot, Cold etc) for 0e per population rather than the usual cost, and higher tier world traits (very hot, very cold etc) for half the usual cost.
+When Cybernetic social engineering choices become available they will be able to take them with no unrest and for less e cost.
+The option to ignore some negative world traits will come earlier on the tech tree.
+1 to Ship Boarding/defence rolls.
-2 to maximum habitat size
-Will take extra population loss from disease outbreak negative events, and from biological weapons.
-Have to roleplay being arrogant jerks.

The Vazan are Cyborganised and Relaxed, they thus get:
+To trade Computation with a modifier of 0.2 instead of the usual modifier.
+10% to all system e (added after everything else and rounded)
+When Cybernetic social engineering choices become available they will be able to take them with no unrest and for less e cost.
+Much less unrest over all from bad events or decisions.
+1 to Ship Boarding/defence rolls.
-1 to maximum habitat size

The Esani are Scholarly, Relaxed, Natural Warriors, Ecopoets, and Extremophilic. They thus get:
+25% to university s bonus.
+Much less unrest over all from bad events or decisions.
+2 (25%) to all ground combat rolls.
+Will treat weak carbon biospheres as strong carbon biospheres, and strong carbon biospheres as Gaian ones.
+Gaian biospheres give +25% s and greatly reduced chance of unrest.
+When adaptation choices come available they get to adapt to tier one hostile world traits (I.e. Hot, Cold) for 0e per population rather than the usual cost, and higher tier world traits (very hot, cold) for half the usual cost.
+The option to ignore some negative world traits will come earlier on the tech tree.
-Unrest for too much industrial development on biosphere worlds (building mines, factories, etc).

The Ik are Relaxed, Natural Warriors, Scholarly, start with a drive technology (Burst Drive), vulnerable to radiation, and have a technological antipathy for material. They thus get:
+25% to university s bonus.
+Much less unrest over all from bad events or decisions.
+2 (25%) to all ground combat rolls.
+When prototyping IS ships with Burst Drives, prototyping cost in s is reduced 33%.
-Treat 'High Radiation' as if it was the 'Very High Radiation' world trait.
-Cannot build Habitats on worlds with Very High Radiation, until later in the tech tree.
-Research into materials costs 13.3% more.
-Cannot build the Materials Research Centre.
-Materials technology trading modifier is increased by 0.2.

The Gardeners are Scholarly and Ecopoets. They thus get:
+25% to University s bonus.
+Will treat weak carbon biospheres as strong carbon biospheres, and strong carbon biospheres as Gaian ones.
+Inherent Gaian biospheres give +25% s and greatly reduced chance of unrest.
-Unrest for too much industrial development on biosphere worlds (building mines, factories, etc).

The Lantians are Scholarly, Homo Superior, Begin with a Drive technology (Manifold Drive), have an extra starting technology (Maths). They thus get:
+To trade Math, and Social with modifiers of 0.1 and 0.7 instead of the usual modifiers.
+45% to university s bonus.
+20% to Research Centre s bonus
+More happiness alleviation from cultural centres
+They get to research Maths at -6.6% cost. (I.e. 1 less s at tier 1, 2 less at tier 2 etc).
+When prototyping IS ships with Manifold Drives, prototyping cost in s is reduced 33%.
-Will take extra population loss from disease outbreak negative events, and from biological weapons.

The 'Al are Xenophobic, Scholarly, Relaxed, have two extra starting techs in Computation, an extra social starting tech, a technological affinity for Biotech, are Natural Pilots and are Passive. They thus get:
+25% to university s bonus.
+100% s to Biotech Research Centres.
+They get to research Social at -6.6% cost. (I.e. 1 less s at tier 1, 2 less at tier 2 etc).
+They get to research Computation at -13.3% cost. (I.e. 2 less s at tier 1, 4 less at tier 2 etc).
+At tier 4 and above they get to research Biotech at -25% cost.
+Ships under size 6 get +1 dodge.
+Ships under size 10 with computational modules get +1 dodge
-2 (25%) to all ground combat rolls.
-May not trade for technology
-May not build trading centre facility
-Must roleplay being paranoid isolationist jerks.

The Akresians are Homo Tyrannous, Organised, Scholarly, Natural Warriors, started with an extra tech in Computation, and also are Vulnerable to Heat and Thin Atmospheres, and are Arrogant. They thus get:
+35% to university s bonus
+35% to Research Centre s bonus
+5% to e production.
+20% to Factory e bonus
+3 (37%) to all ground combat and ship boarding rolls.
+Ships over size 8 get +1 int.
+Research Computation at -6.6% cost in s.
-Treat 'Hot' as if it was the 'Very Hot' world trait.
-Cannot build Habitats on worlds with Very Hot, until later in the tech tree. Can't fight there either.
-Ignore the Thin Atmosphere world trait (so do not get extra food or cost reduction)
-Treat 'Standard Atmosphere' as if it was Thin Atmosphere.
-All tech trading modifiers are increased by 0.1 (cancels out the maths bonus so they trade maths at normal cost).
-Will take extra population loss from disease outbreak negative events, and from biological weapons.
-Have to roleplay being arrogant jerks


Spoiler Race Physical Descriptions :


Lantians
The Lantian people represent an 'optimised' view of ancient East Asian traits as picked by both discerning parents and a concerned government. The individuals are of average height of 5”9' (the government quashing individual families dreams of basketball stars in favour of reduced mass and energy requirements) with low variance and little difference between the sexes, the men compactly muscular and the women slender. Flawless slightly tan skin covers attractive (but not overwhelmingly so) features. One thing the parents did manage to sneak by the government, particularly in the insular regions of the Geashial sphere, was a kaleidoscopic range of hair and eye colouration, as well as microscale keratin adjustments that reduced skin cancer rates and create improbable natural hairstyles. Over half of the population have these cosmetic adjustments, though accumulation of culture and worth means the naturally occurring electric blue Mohawk that once was the sign of cultural rebellion now indicates members of venerable banking clans. The feline ears abomination however was thankfully eradicated at the elders behest in the early centuries of the second age. They generally wear extremely ancient clothing styles of synthsilk - robes, kimonos, and business suits.

Ik
The Ik are generally of a very dark skin and eye tone with Semitic features, generally quite tall (averaging over 6”) and with full bushy beards and hairstyles. Generally wearing flowing robes in white or black over elaborately constructed waistcoats, both sexes favour sturdily constructed trousers and boots for reasons of both propriety and protection from leech-like organisms.

'Al
The 'Al are from what will come to referred to as 'cosmopolitan' stock in millennia yet to come as the earth phenotypes run together – pleasingly indeterminate bone structure, dark hair, and medium olive skin tone, with a peppering of the rarer earth features like interesting eye colour, folds, or nose shape (plonk a bunch of them down on modern Earth and they'll probably be taken for Brazilian). Wearing drab black or grey jumpsuits the 'Al communicator caste is extremely skinny (as the collective song does not like wasting food resources) with buzz cut hair, and in person seem to have a still, calm, and even monkish attitude as they listen to far away voices and watch invisible internally generated displays. They are only distinguished from the drones by the latter's long and unkempt hair and control collars.

Akresians
The Akresians, designed for intimidation from the ground up are huge compared even post-terrestrial baseline humanity, averaging 8” in height and being massively built. Constructed from cosmopolitan stock they retain the olive skin and generic faces, but are completely hairless apart from the eyebrows and a shock of light brown hair on the scalp (another concession to their heat distribution problems). Sharply pointed teeth and the oddly positioned coolant veins hint at further modifications from baseline humanity. Akresian-baseline cross-breeds produce individuals very close to baseline, as the Akresian designers put a great number of copy-protection engineering in the new Akresian chromosomes. Nearly all of the Akresian dress is based on military uniforms of some type, not particularly due to choice, juts that their cultural pool not yet having had sufficient time to drift from the war machine in which it was cast.

Esani
<Datalink not found>

Gardeners
The Gardeners are another group of cosmopolitan ethnic extraction, their religo-ideology having brought in interested individuals from a host of planets. Unlike the 'Al the typical Gardener is well nourished and generally quite tall. The traditional garb of the Gardener is a flowing white robe embroidered with geometric designs in green thread plus a tough plastic apron for dirty work, but in the backstreet's of the major cities blooms of creativity can be seen among the young and hip before they are assigned their future roles. In zero-g environments where robes would be impractical the Gardeners favour simple white tunics and trousers.

Soulon
Much like the Gardeners the Soulon are cosmopolitan in appearance (indeed deriving from many of the same systems), though the commercial nature of their origin gives rather higher percentages of rare features mixed in like the odd hair colours, eyes and skull shape, including some post-terrestrial developments like grey skin colours and lack of canine teeth. Scarred and bruised by hard living, the average Soulon tunnel dweller wears pieced together clothes of durable fabrics and sports facial tattoos indicating allegiance to one powerful group or individual.

Kations
Both the Kations and the Vazan populations are derived from the Diamond Network, an empire/transhumanist ideological grouping that flourished in the last centuries of the second age (See The New Empires Age above). Several similar such groups existed at the same time, the Network only being notable for its far flung resource extraction operations. It was these operations that allowed shards of their culture to survive the first Tumult, when most other high tech societies were by far the hardest hit; the Kations coming from a deep-space comet farm and the Vazan from a mining complex on a remote mercurian world. The Vazan and the Kations thus share the DN's founder mix of extreme northern European and northern Geashial genotypes plus alterations to be near completely lacking in skin colouration, grey/silver haired and eye coloured, sharp bone structure with pronounced cheek bones , and generally thin and long-limbed. They both have the basic Network cyber layout with an exoframe of white plastic overlaying their limbs, universal ports in the neck, an extra sensors emplaced in the hands or free moving remotes rather than changing the eyes of face (preferring to keep a set of unmodified organic binocular eyes as backups in case their implants are compromised). The Kations, having undergone further genetic modification, have almost preternaturally fine facial features and beauty, as well as freckly skin (the freckles are the results of an automatic removal of radiation induced melanomas and accumulate with age, and indeed are one of the few ways to accurately place a Kations age due to their unchanging hair and unlined faces). Their cybermodifications tend to run to more sensors than the ancestral norm, with additional alterations around the mouth, neck and back to allow the quick exchange of environmental survival modules.

Vazan
The Vazan on the other hand lack the geneline changes and are more stocky than the Kations due to favouring high gravity environments, but retain the grey hair and pale skin. Their cybermodifications tend to be much more bulky, with vastly more powerful servos for industrial work and moving around in high-g, as well as liking protective subdermal plating and powerful long range internal communicators to remain in the loop with GAIA/the demarchic process (the Kations on the other hand like their peace and quiet, using external communication systems they can ignore if they choose).
 
Update 0

Where to begin? Omniscience is barely adequate, much less the pinprick of linear symbols, but in the end all things become necessary...

In the dawning of the fourth age of mankind, community was broken and empire shattered, and brother spake not to brother. Remnants and survivors did scurry near and far, rats looking for holes and sustenance. One unremarkable group of stars, termed the Hydra Tuft by the name generator table of some astronomer millennia dead, was the hiding place of a handful of such vermin.

The first system of note is the hot yellow sun of Errai with a vast array of planets. Smouldering rocks and a Venusian furnace hug the star close before you come to the fierce deserts and dust of Errai IV. Beyond that lies a small but violent child of Errai, speckled with volcanoes and sweltering fogs. Despite this Errai V teams with life from the bottom of its world wrapping seas to the tops of its bellowing mountains, and species of giant gastropods dominate its endless swamps with their screams. Further yet line the cold and shrouded world of Errai VI and VII, VI's thick air a mystery due to its small size, whilst the storming winds of VII stalk the limitless iron-red deserts of that large world. The colossal king of circum-Errai is the superjovian VIII, which floods its retinue of battered moons with radiation. Far far beyond VIII the distant ninth planet is a dim gas giant with a large moon drowning in toxic hydrocarbons. The tenth and final world is a dark giant with storms of frozen ammonia and small moons of ice and rock. When the Tumult came members of the Ik, a clade based on linguistic identity and a lineage reaching back to ancient Urth by way of the Centuari Volume, were studying the violent biosphere of Errai V and were able to bale out when their world-ships core went critical. After a few decades having a grand old time living in the swamps and eating gastropod meat (the 'Snail Sultan' folk hero dates from this period), the Ik were able to rebuild a space infrastructure and return to orbit. Finding the world ship less damaged than first appearances, they repaired it to the state of orbiting habitat, and unsurprisingly most of the population elected to move back to orbit. Meanwhile in the depths of space, a cargo fleet piloted by the secretive 'Al was blasted out of the transcend by the Tumult, and they had to flee in real space to outermost moon of the outermost world of Errai. This fragile outpost lacked resources to sustain the 'Al, and so they migrated to the seventh world of Errai, where a a surviving polity of Merixan huddled around their borehole mines. The Merixans welcomed the refugees technical skill and neural learning interfaces, but Ik records have all communications controlled by the minority 'Al within the decade, and visitors from V have been strongly discouraged. A recent storm has destroyed the farming zones of the capital and the population is dropping.

The dim red dwarf of Gemstar illuminates a mere three rocky world with the sparkling flares that gave the star its name. A dry dusty planet circles close to the sun, and a sooty carbonaceous rock lurks on the edge of the system, but the world lying between the two is far more interesting. This world features seas, air, and a robust biosphere, but that biosphere is nothing like anything seen on earth. With a biochemistry based on sulphur-copper rings, and syncytial macromolecular shells, huge bright yellow reefs cloak the land, lifting the black dots of their selenium based photosynthesis fibres to the skies. The largest motile life is barely big enough to be visible, but fogs the air and water with their microscopic (and highly toxic to earth-life) bodies. When the third age ended in storms, a small mining project was being conducted on the innermost planet to extract its rare earth concentrations. Calling themselves 'Lantians', they, much like sixty percent of human clades are descended from the early Geashial völkerwanderung under the declining Solar Federation. Unlike most however, they both claim and pride themselves on a near unpolluted genetic heritage and direct lineage all the way back to the Ningbao launching centre. It will be interesting to see if their genetic and cultural homogeneity will help or hinder their future, and how they deal with their barren system.

The bright and gleaming Heze illuminates a system of shadowy giants. Two rocks orbit in the middle distances, scoured of atmosphere and life by the white sun. Beyond them rolls a medium sized gas giant in Heze III, close enough to be warmed by the hot suns rays. This heat sustains a swirling mass of airborne photosynthesisers, their macro forms alien and disturbing, whilst their microstructured DNA and oxidising chemistry make them very distant cousins of earth life. In orbit of the gassy orb stained green with life lies a bonanza of five large moons; the innermost torn and tortured by the pull of its gravitational master, the other four calm ice. The third moon is of note for its thin atmosphere of nitrogen, and the fifth for its near perfect albedo and featureless perfection. The next giant is an orange ball animated by tremendous storms rather than life, with a dark and metallic moon in tow. On the furtherest extremes of the system lie two more giants; a grey sphere with an interesting atmosphere and no interesting moons, and a supercooled blue planet with a glowingly beautiful ring and a crew of almost cryogenic moons. Of the three moons of Heze VI, the second has an active environment, its bizarre cyrovolcanos spewing odd forms of ice from their metastable hearts. The third is dull geologically, but on a vast plain of fused rock vast filigree structures of sooty diamond extend a hundred kilometers into the starry sky â&#8364;&#8220; obviously the work of some lost intelligence. A lost people, the Esani, huddle on the third moon, hiding from the storm, their grandiose ideals about the nature of humanity dormant for the moment, but not quite forgotten.

The system of the star Kaus is rather more heavily populated, with survivors spread across its six rocky worlds and singular gas giant. Closest to the sun a lifeless Venusian world boils beneath its clouds of acid, but both Kaus II and III sport functional if fragile biospheres composed of earth life and native lichen. On Kaus II the problem is heat, with the equatorial regions a blasted desert bereft of life above bacteria, but a lack of axial tilt keeps the poles much cooler, and those latitudes support plains and gentle forests and even some large lakes. The risk of burning desert winds wafting north means even the most idyllic scene in polar Kaus II is temporary. A large number of birds have been released to flavour Kaus II's sky's, though only certain mammals like gazelles and hyenas have survived. The smaller Kaus III is in many ways the opposite, with biting cold trapping the polar regions under and ice cap, and only the glades of the equatorial regions supporting thick boreal-class forests. The cold and low gravity has warped the introduced earth life as it competes with the native gossamer bushes and scythe tigers, with colossal direbears rising to the top of the food chain. Two unremarkable airless and rocky worlds lie beyond Kaus III, and beyond them lines the sinister globe of Kaus VI. Big enough and far enough from the sun to retain its birth clouds of molecular hydrogen, its surface of slushy ammonia and carbons is dark against the night. Winding silver cables, broken pillars, and enigmatic iridescent orbs hint at the traces of some lost race millions of years ago, preserved by the tranquil atmosphere. A chilly blue gas giant lurks even further from the sun, with a super cooled moon spewing volcano of liquid nitrogen. When the Hydra tuft was beginning to be explored those scant pre-tumult decades ago, a consortium of stellar empires, the Iskandrian Republics among them, constructed a vast trading station orbiting in Kaus II's Lagrange point to channel further exploration. Iskandrians taking the lead in developing Kaus II as a food producer. Over time the members of a Iskandrian sect known as the Gardeners came to dominate the middle of the Kaus II hierarchy. When the Tumult came the orbiting Iskandrian cities were obliterated and the Gardeners quickly took control of the planetary mob with their persuasive ideology â&#8364;&#8220; declaring a new era of peace and harmony in the fourth age. However when six month later the lifeboats of the trading centre managed to achieve orbit around Kaus II, the Gardeners turned them away, not wishing to see disruptive thoughts or masses of refugees straining their potential utopia. The Gardeners perhaps thought the refugees would perish in the night as they scattered to the outer worlds (Kaus III being shrouded in a debris storm), but instead they endured and quickly managed to reclaim some of their lost technology from the ruins of the station. Eventually the warlords of the dark Kaus VI managed to unite the paranoid and fearful tribes of refugees with a combination of force and anti-Gardener paranoid diplomacy into the Soulon League. Peace has reigned over Kaus thus far, but the Gardeners and the Soulon are generating friction over Kaus III â&#8364;&#8220; the league is nearing the limits of its food supply and wants to set up III as a farm world or volatiles mine, which the Gardeners respectively dislike and abhor, seeking to spread their poetry of life to another prospective world.

Our final system is Zavi, most coreward and spinward of the Hydra worlds. Like Kaus this orange sun warms a handful of rocky worlds and a solitary gas giant. The closest world is mainly a dry desert, but its polar regions contain a sulphur-copper biosphere akin to that of Gemstar II (perhaps the result of some panspermia similar to the one that spread carbon-RNA life across so many worlds). A thousand salty lakes, kept from evaporation by the complex excretions of its inhabitants, are ringed with yellow rings of tree coral, and poisoning at atmosphere that was already uncomfortably hot for humans. Zavi II is a vast terrestrial world, perhaps a gas giant core that migrated inward, and its high gravity guards a treasure trove of rare metal atoms like some ancient dragon. A trio of boring rocks lead up to a Gas Giant eerie in its blemish free perfection, with its single moon wearing a gleaming mantle of ice, though an ammonia laced ocean of water lurks deep under the crust. Two societies of machine augmented humans dwell in this system, both originating from the transhumanist Diamond Network of craftworlds in the late Third age, but both diametrically different in attitude and ideology. The Kations, arrogant individualists who incorporate their environmental armour into their very bodies, were a small science team sampling the buried ocean of Zavi VIa when the Tumult hit, and were forced to take up residence in a rush. The Vazan mining colony on Zavi II barely even noticed the tumult until the lack of the scheduled version update from homeworld broke them out of their shared cybernetic dream, and the citizen-drones had to begin directing their own future.


Spoiler First Update Icons :




Spoiler System Map:Update 0 :


 
Hit with a negative event on turn ZERO... way to get things moving Dis... looks very promising. I hope you are a little bit patient with questions regarding the rules. Its a bit complicated but relatively clear.... we'll see how smoothly i get it.

Anyway, looks good... very excited to be aboard with the main group of NESsers in a very exciting system.
 
Hey I wanted everyone to have something interesting to deal with turn 1.

Unfortunately due to unforseen time demands and imagshack being poopy, the ship and combat section will not be done until this evening. If you like the Habitat Calculator, there is an even cooler one coming for ship designing.
 
Spreadsheets rule, also I've noticed two errors already:
-The Kations should be producing 6 f rather than 4 from their farm.
-The Vazan should have a farm in their Gamma Habitat.

Will be altered when I get home.
 
Ok two quick questions;

One on habitat building; just confirming this. I already have a habitat in my system so that's a base 4 times the price of the habitat. And building on a rocky low G world would then cost me 20 e?

I also have a volatiles mine on Zavi IV moon, shouldn't this up my farm production to 6 and thus give me a nice small surplus? EDIT: 10 minute pore over rules Crosspost :/
 
@Kal'Thzar, yes and yes (I deleted my old spreedsheet model as it was crap and made a new one last night, and only got to the Kations (last on the map) at 2am, so I may have forgotten to check the odd trait). I also forgot to include your tiny base on Kaus V in the stats (not that it gives any bonus ;)).
 
oh an uhmmm shouldn't my faction only produce 11 e, not 12?

I'm too nice.

oh and due to my habitat size modifications, cyberorganised -1 and Haughty -1. Am I already at max size?

Thats the 10% general e bonus for being cyborganised kicking in, max size for Beta habs is 5, so your max is 3. Since the top part of the economy stats are automatically generated they're not going to be wrong - its just the individual habitat data I add manually and can make errors on.
 
Thats the 10% general e bonus for being cyborganised kicking in, max size for Beta habs is 5, so your max is 3.

Uhmmm, can you write out the bonuses for all the traits?

Cyborganised (+4): Your survivors featured a high percentage of augmented personnel, and their legacy continues to influence your culture. -1 Habitat size, +25% Combat, University, reduced costs for implementing Cyborg technologies.

Is what I was using, and that doesn't mention +10% e
 
Yeah I mixed up a few blatently under/over costed society traits so that they better represent the points expended. A full list of rebalanced traits will be up later - its one of the things still pending.
 
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