SysNES 1: A Murky Pool of Light

OOC: How would the game mechanics work for this? All our assets and information are known and vulnerable... :confused:
 
Thlayi will become just another faction and have his assets revealed - if he wants to continue to engage in piracy (as anyone pretty much can) he can do so, if he doesn't he doesn't - after all the only 'violent' acts the SPACE PIRATES have taken so far is their defence of Arrakis II ;). They'll obviously have traits that give bonuses to piracy though...

Also Thlayli will just be the subsection of pirates who have access to Ansibyl Pearls and thus FTL coordination, there will still be rogues out there ;).
 
Thlayi will become just another faction and have his assets revealed - if he wants to continue to engage in piracy (as anyone pretty much can) he can do so, if he doesn't he doesn't - after all the only 'violent' acts the SPACE PIRATES have taken so far is their defence of Arrakis II ;). They'll obviously have traits that give bonuses to piracy though...

Also Thlayli will just be the subsection of pirates who have access to Ansibyl Pearls and thus FTL coordination, there will still be rogues out there ;).

Sounds cool; Kens going to hate it though :p

As a related question, is theft of pop points possible?
 
Libérés Description:

Linguistically, members of the NSL speak Lafittais, a constructed language derived in an attempt to determine what the ancestors of the original Line Worldship actually spoke. It just happens to be hilariously similar to French.

History:

In the First Age, the ancestors of the Lafitte were probably French-descent Jovian moon-miners/anarchists that ended up building an "unsanctioned" Worldship separate from the major construction efforts of the SolFed, but no one really remembers this, and there is no record. Due to their separate background, the Lafitte never participated in the political games of the other Line Worldships, and was far-distant from "core" space much of the time. During the Second Age, the technocracy of the Worldship gradually decentralized into an Epicurean democracy, and the self-sufficient population, free from manual labor, focused on virtual entertainment, literature, philosophy, gastronomy, and other irrelevant decadent pursuits, most of them violent. As a result of this, the Lafitte was damaged in a war with one of the Second Age multi-system entities, an ecotopian group that was at odds with the tendency of the Libérés to indulge their hedonist natures on any virgin world they happened to land upon. While they continued to inhabit the disabled structure of the Worldship, they were eventually forced by population expansion to seek other worlds for resources. Arrakis was a prime target, and here they first encountered their first human enemies of the Fourth Age...

Societal Description:

As with their ancestors on the Lafitte, the Libérés are very libertarian and clannish. The clans, however, are not formed by ties of blood. Children are raised collectively, and they choose who to associate with among themselves. Usually these associations form self-created families, which are far stronger than ties with biological parents or children. For this reason, Libérés ships are almost exclusively crewed by members of the same generation, though it is not unheard of for multiple generational clans to operate different sections of one large ship. Inter-clan marriages are somewhat taboo, but are known to occur.

Most Libérés live on board their ships, and when they are not absolutely ruining other people's lives, they engage in a variety of social pursuits. Inter-clan competition on the collective neural net in various games and activities is hugely popular, and despite the taboo on inter-clan marriage, Libérés always carry a strong bond with other individuals who identify themselves as Libérés. On matters involving collective action, the neural net is used to consult all members of the NSL in a direct vote, following a structured virtual debate by selected representatives of the clans. Besides the whole, "armed to the teeth" kill-stab pirate thing, the Libérés enjoy eating, various mind-altering substances, and various artistic endeavors, such as music and image-shaping.

Economy is handled on a laissez-faire basis through inter-clan trade, and their new technological discoveries often involve reverse-engineering things that belong(ed) to other people. While very skilled socially and with weapons, science and mathematics are not their traditional forte. Very nominal labor duties are levied by the entirety of the Libérés on individual members to occasionally provide upkeep on collective structures that lots of people need to use. Generally they resent this.

In appearance, the Libérés have the standard low-melanin, dark-haired bodyplan. Uncomfortably flamboyant clothes, various skin and hair dyes, tattooing, and other body modifications are common, though a frequent trend among the Libérés is to make their modifications completely reversible, so they can totally alter their physical appearance from week to week. Various historical costumes are sometimes worn (in a satiric fashion) by some clans as a bit of a joke. These do include "stereotypical pirate" wear, though this getup usually gets more groans than laughs.
 
This is :):):):):):):):), I said to only attack the pirates if they attackd me. I specifically said to give them a chance to surrender and so forth.
 
Sounds cool; Kens going to hate it though :p

As a related question, is theft of pop points possible?

I was thinking about you being able to abduct them and force them to work for you and slowly assimilate them, however to keep the stats sheets happy I'd put these restrictions:

  • A habitat can either be all free or all slave, can't have mixed.
  • 'Slaves' don't produce s for you
  • You can spend money assimilating them (in which case they move to one of your free habitats), but they'll slowly die off and not replace their population.
  • Factions with some basis in ethnic identity will not be amenable to assimilating foreigners, this goes double for arrogant ones ;).

Thoughts?

@Thlayli: The description is good, though I'd change 'Arrakis' to [Somewhere Else] as the Tuft is both a long way from Earth and only colonised at the very end of the third age (the reason the humans here survived is because they were backwards pioneers with tiny amounts of metric based technology - if Arrakis had been a significant world with ships during the Tumult it would have been reduced to slag as all the stuff converted into energy) and the alpha base you currently have there is just a tiny foothold unsuitable to ship construction.
 
I was thinking about you being able to abduct them and force them to work for you and slowly assimilate them, however to keep the stats sheets happy I'd put these restrictions:

  • A habitat can either be all free or all slave, can't have mixed.
  • 'Slaves' don't produce s for you
  • You can spend money assimilating them (in which case they move to one of your free habitats), but they'll slowly die off and not replace their population.
  • Factions with some basis in ethnic identity will not be amenable to assimilating foreigners, this goes double for arrogant ones ;).

Thoughts?

Seems reasonable; you'd also probably need a 'police' force of ground forces (say half the size of the population?) Or some other combination of bombardment capable ships in orbit?
 
This is :):):):):):):):), I said to only attack the pirates if they attackd me. I specifically said to give them a chance to surrender and so forth.

FYI, I had you shoot first because otherwise the NPC Pirates would have listened to your offer of surrender, laughed, and then annihilated your expedition thanks to their speed and missiles. The Al-Qiyamah commander carefully considered his options in light of the greater thrust the pirate corsairs had and decided shooting first was the only way to win Arrakis II and save the expedition.

@Kal: if they're living in an Habitat you built, and no ethics, you can exert force just by having a remote control of the environmental systems ;). 1 Police should be sufficient for any size of slave population on an inhospitable world. I might add some sort of social conditioning/control to the tech tree as well.
 
Anyway I'm raging.

So I meant for the habitat to be built on Arrakis II not in orbit around it. Also can I use 2 population currently aboard my Yuk to possibly train 1 Division. I do have 4 e that I can use to do so. I'd be fine with sacrificing one of the populations as well.
 
Anyway I'm raging.

So I meant for the habitat to be built on Arrakis II not in orbit around it. Also can I use 2 population currently aboard my Yuk to possibly train 1 Division. I do have 4 e that I can use to do so. I'd be fine with sacrificing one of the populations as well.

Habs can only be built directly on planets with NO atmosphere.

@Kal: if they're living in an Habitat you built, and no ethics, you can exert force just by having a remote control of the environmental systems . 1 Police should be sufficient for any size of slave population on an inhospitable world. I might add some sort of social conditioning/control to the tech tree as well.

More stuff to add to the Social tree? Is there a system in place to operate former slave habs as vassal states with a view to absorbing them later? (In the event of the capture of an enemy slave hab). Could the same set of social conditioning and control tech be useful here?
 
What the hell is the point anymore then. I can't colonize for another 2-3 turns or some crap and now the "pirates" have a PC. They will land back on arrakis, and destroy any and all chance I have of even contemplating colonizing it. Seriously the 10 turns I spent building up to this ONE moment have been completely destroyed and put to :):):):).
 
Once all these new changes and unwritten rules are finalized, can the front page be updated. That'd be helpful.:)
 
What the hell is the point anymore then. I can't colonize for another 2-3 turns or some crap and now the "pirates" have a PC. They will land back on arrakis, and destroy any and all chance I have of even contemplating colonizing it. Seriously the 10 turns I spent building up to this ONE moment have been completely destroyed and put to :):):):).

Well a division of troops in a cargo shell can just hop over to Arrakis in one turn and take the pirate base. Building a YUk and putting a division on it is only 28e and will get the job done next turn.

Plus its not like you took along enough e resources with the first wave to move that quickly in the first place (by getting a Beta habitat, costting 20e). Also since you have a orbital fort you can now build alpha bases on the ground for a mere 5e.

If you were intending to get everything done with what you sent in the first wave then you erred: I assumed you'd be flicking newly built Yuks full of e to Arrakis for some turns.

Finally Thlayli's pirates will only be appearing in the coming update - they won't be able to do anything until the year after. The Pirate Corsair you drove off won't be repaired for some time, whilst your Al-Qi will be repaired at the end of next turn.

Stop raging.
 
I was thinking about you being able to abduct them and force them to work for you and slowly assimilate them, however to keep the stats sheets happy I'd put these restrictions:

  • A habitat can either be all free or all slave, can't have mixed.
  • 'Slaves' don't produce s for you
  • You can spend money assimilating them (in which case they move to one of your free habitats), but they'll slowly die off and not replace their population.
  • Factions with some basis in ethnic identity will not be amenable to assimilating foreigners, this goes double for arrogant ones ;).

Thoughts?

OOC: Well, then you would need something else to balance out the difficulty of factions with some basis in ethnic identity as well as arrogant factions to assimilate foreigners. Though personally, cultural integration is much more important than ethnic identity :p
 
Dis, I forgot to copy paste my Lantian-Ik treaty into my orders. Do you want me to resend it or can you just assume that its in there.

Also Alex get on aim.
 
As a small courtesy to stupid people like myself, would you be able to put the shorthand letters for the various buildings in the icons minimap? Also, the circles for what I presume are orbital habitats.

Now that I think about it dis, after looking over the cost of one of those pirate cruisers, I really think I need some type of ship cost-reducing bonus. In return for that, I'd accept another flaw, Independent Thinking (-3), which would give an X% chance for my units to randomly disobey my orders and do their own thing.
 
As a small courtesy to stupid people like myself, would you be able to put the shorthand letters for the various buildings in the icons minimap? Also, the circles for what I presume are orbital habitats.

Alright, though I thought the orbital habitals would be easy enough - they're just the normal habitat icon in a shell and in space?
 
Why was Arrakis revealed?!?! Only 2 people know of it.

Also I did say to make peace with the pirates if they agreed to it. Not blast them to hell when they were actually surrendering!

From The Republic of Ik
To The Vazan

Remove your probe immediately or face destruction. You are violating sovereign Ik space.

From The Vazan CyberDemarchy
To The Republic of Ik

By the same token, we could ask you to stay away from Minkar, seeing as it is Vazan and Kation sovereign space. Nowhere does it say that Arrakis is Ik sovereign space. Once you actually colonise all of Arrakis, then you may say that it is Ik space, but until then you cannot make such a claim.
 
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