SysNES 1: A Murky Pool of Light

Whatever :p.

Do you need a proper proper background then? :'(
 
I just sent you a more compacted version Dis :).
 
Update 2: Don't stand, don't stand so, Don't stand so close to me...

In the system of Errai the Ik attempt to start a signal dialogue with the 'Al, but are continually rebuffed by the silence out of the stormy Errai VII. Even the calm and unruffled Ik might start to get perturbed by this, especially since the last Merixans seem to have faded into the 'Al habitats. Perhaps with an intent to crack their isolationist neighbours cryptic transmissions the Ik set up a research centre for the development of computation and informatics technologies, named the Abu Al’Hawazi Centre after one of their legendary cultural contributors. Despite this they can't have been that worried, as they did not expend any economic capital on defence technologies, or even expanding their industrial base. Their little burst drive probe was dragged to the edge of the system and let fly however, perhaps to find someone who will talk to them living about the dim red star to their antispinward direction.

Meanwhile the 'Al rapidly rebuild their farms on the furthest moon of Errai, whilst quietly letting some of their more undesirable population, those who could not achieve communion with the machine, die off from starvation. Perhaps the Ik could have been persuaded to part with some of their immense food surplus for barter or mere charity, but the 'Al elders decided polluting the pure spaces with outsider products would vastly outweigh the deaths. A rapid push towards self sufficiency saw the effectiveness of the rebuild farms somewhat increased, so that now the dark forests beneath the iron skies on Errai VII feed all the population and more. Other advances by those blessed with communion have unlocked the lost secrets of the Charm Drive, a subtler way of transcending space than the beating fields of the Ik Burst Drive.

However the astronomers of both factions were shocked to detect a large mass decelerating into the Errai system at the very end of the year. A large generation trading ship must have been stranded in the void by the Tumult, and due to its large mass had only just managed to make it to the star on battered sublight drives. Burning its last ergs of power the ship rendezvoused with Errai X (the smallest of Errai's family of gas giants, and thus the one that required the least delta-V change to meet). The Ik were naturally curious about their new neighbours, whilst the The 'Al watched in silence, but it was some time before the arrivals, who called themselves the Akresia, deigned to reply. The Akresians were the result of a human advancement program during the hierarchical third age. Various Homo Superior strains had long reached the potential available in the human gene pool, and many wished to go beyond it by introducing animal, alien, or artificial genetic contributions. The Akresians were of the latter type, being much stronger, taller, and faster thinkers than the human base line thanks to changes in the neural folds and circulatory systems. However these changes weren't without cost, as the Akresians could only survive in an atmosphere heavily enriched with oxygen over human normal, any excess of heat would send their delicately balanced metabolism spiralling into a stroke, and the mental upgrades lead to certain dissociative and predatory mental fixations, and an astonishing level of arrogance. As is the way of things they overran their creating society and fled into the night, managing some small system empires and a few exploratory commissions such as this one. The tens of thousands of individuals and material packed into their ship still need to make one of the worlds of Errai their home, although perhaps the Ik or the The 'Al could be persuaded to replace the Lone Wolfs wrecked interstellar drives...if the Akresians can bring themselves to ask for help. [3]

Mediating on their lonely moon the Esani look next door at Heze IIId, at what must be a trapped rocky planet from below the snowline that must have migrated to the outer system. Mindful of its long term potential as a minerals source, perhaps to use in the terraforming of the other moons of Heze III, they establish a small base there. As yet no worker population has migrated, but the Esani have all the time in the galaxy to exploit this system of treasures they find themselves in...don't they?

The Lantians on their gas starved planet manage to improve the efficiency of their farms at barely sufficient pace to keep up with population growth in their major city. The Learned Council (those most cognizant of the implications of their Geashial heritage and thus most fit to rule) decreed that this years produce, like the wise worker ants harvest, must be stored for greater deeds in the following years. Meanwhile the communications officers of other factions could detect the leap of one of the Lantian Ansibyl Pearls from Gemstar to Horn resonating in their own pearls. A touch of jealously would be unavoidable, for the Lantians had taken the first step back to the glorious times of the Third Age.

Compared to the watchful peace of Errai, and the tranquil peace of Heze and Gemstar, the system of Kaus seems almost a cauldron of boiling tensions. As the reserves of the Soulon league become exhausted more and more people began to slowly starve to death. The Shadow Engineers of Kaus VI, might project an air of callous ruthlessness to their populace, they too were moved to desperation at their peoples plight (and the possibility of not having anyone to boss around). With improvements in farm efficiency years away, and exploiting the waters of circum-Kaus VII seemingly impossibly expensive, the Shadow Engineers decided to cross the Rubicon, and force the issue whilst the Gardeners were on the strategic back foot. The three small interplanetary warships of the Soulon fleet all made direct orbits...for Kaus III. Arriving in orbit they scattered the IP shuttles of the Gardeners like pigeons before the hawks, and took up a menacing orbit over the Gardener regions. Pinned from space the the Gardeners were in no position to stop the crack teams of Guardsmen that feel from orbiting drop pods to secure the uninhabited regions of Kaus III, much less the construction crews and colonists that followed. Despite raging demagogues in the whitewashed cities of Kaus II and strident calls for action in the datasphere, the Most Reverend Council on Sustainable Development and the Office of the Metatron (the two bodies in which the autarkic and decentralised Gardeners invested the greatest amount of executive power) urged patience and calm. Seeing their weaker industrial footing they initiated a mining project on Kaus III (to more protests from the puritanical wings), and managed to wheedle the local Soulons into letting trade start up again. Thus the Gardener industrial potential was booming even as the Soulon capacities were declining as they desperately tried to bring the newly cut farms online. The next year might see things shift yet again...

In Zavi space the situation was equally tense, if somewhat leavened with awkward hilarity. The Kations, who at the onset of the their operations in the system had merely thought the Vazan a useful place to stop for repairs, now looked at their neighbours in fear. The hot forges of Zavi II could overwhelm us in superior material if its masters chose, went the reasoning among the inner sanctum of the Presidents researchers. They thus decided on a confrontation course of action to deny the outer system to Vazan expansion, with their fighter fleet sent to guard the various outer worlds and an rapid build up of the small base of Zavi V, with fear dancing a merry jig in their supercooled logics. All this action was pretty much rendered moot by the Vazan complete inaction during the year. The miner drones continued to work and pile up finished material, whilst the more self aware among the Vazan tried to convince the control systems of their expert supervisor system (GAIA:VAZAN) that further orders from the homeworld would not be forthcoming, and that local executive control should be instated. But to no avail, for the ruling machine had been well programmed by the lost ancients of the Vazans to resist the picky urges of their descendants.

Random Events
None

Karmically blessed societies
+1 lucky roll for the Gardeners (first orders in)
+1 lucky roll for the Kations (first story)

Random Stats
Most learned: Lantians (10 total techs)
Most productive: Soulon (35 total e)
Most thoughtful: Gardeners (24 total s)
Most militant: Soulon league (5/4 military units to population)
Most slug falafel sold: Ik (2.3 million)

NB: luck means that you will get the favourable outcome the next (and only the next) RNG based roll taken for your nation (random events, combat or escape in the next turn, investigating ruins and hulks, or population growth).

[1] Kentharu, since building a research centre takes Social 1, I put 1 of your free techs in that instead of materials.
[2] New ship component revealed:
Charm Drive (Computation 3, Maths 1)
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.
Charm Drive: Requires 1 unit per ship and 3 Computational Modules per fleet
[3] The Ik could add a four burst drive units to the lone wolf for 40e, and The 'Al could add 1 charm drive and 2 computational units for 24e. Obviously that's a lot, and you need to husband the stored e on your vessel as well to build habitats when you pick a destination (as the population in transit won't make any e). Or you can just hunker down on one of Errai's worlds and rebuild from there.

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
 
Datalinks: Update 1 Shipbuilder. zip contains both ods and excel (WARNING excel copy many contain bugs, using ods is recommended). Also heres the Habitat calc for both xls and ods.

Spoiler ICONS & SHIPS :

iconsa.png

shipdesignsup1.png



Spoiler SYSTEM MAP :

update1.png



Spoiler TECHNOLOGY & SHIP COMPONENTS :

techsup1.png

componentslistup1.png



Spoiler ECONOMY :

econup1.png



Spoiler FLEETS & ARMIES :

fleetsup1.png

 
excellent style... i quite enjoyed that.
 
FYI, I chose Natural Warriors, +1 tech in computerization, and a possible +1 int in size 8 or greater ships (or a discount in building them) rather the. Specialization in computers. Seemed more fitting...
 
Did you make an excel habitat calculator too? If so, i must have missed it- can you tell me which post?
 
To: Gardeners
From: Soulon League

Any Gardener interference with Soulon operations on Kaus III, or elsewhere, will be perceived as a declaration of war upon the league. We advise you to simply leave us alone.
 
Did you make an excel habitat calculator too? If so, i must have missed it- can you tell me which post?

I think Kal made one earlier, but I've attached a version in the update datalinks.

There were a couple of changes to the tech tree this update by the way, stuff I forgot to remove like the laser and missile arrays (they are now simply ship designs without IP drives).
 
Does Lone Wolf ship disappear after I colonize?
 
No, colony ships do not get consumed in this NES (one of the reasons they're massively expensive). To colonise you a) Have the engineering bay on the lone wolf build an Alpha habitat for 0 cost, b) spend the appropriate amount of e to build a Beta habitat c) unload 5 of your population into the Beta. They then start generating s and e, whilst the other 5 population have to chill out on the ship untill you accumulate enough e to upgrade your Beta habitat, or build another Beta habitat in another region. Then the lone wolf will be empty, and you can just leave it parked in orbit till you rediscover a IS drive and can repair it.

In retrospect I'm going to say you have 31 e rather than 30. Thus the worlds you can settle on about Errai without assistance from the other factions are VIIIb or either of the moons of X.
 
Hey does everyone mind posting one or two sentences on their Design Aesthetic (as I'm starting to get queries about ships and so on). This is basically a description of how your technology looks overall.

Examples:
The Federation favours sweeping geometric shapes of unpainted metal, generally lenticular in form with bilaterally symmetrically rear-ward engine extensions.
The Jupiter Mining Corporation goes in for the massively utilitarian, with solid, bulky hulls painted in bright colours and frequently broken by extrusions of instruments and devices.
The Alliance builds its ships 'tall' (the drive and z axis are foreshortened, and there is y axis asymmetry) and with tegulated and generally dark surfaces. Extremities taper to sharp points.

Also remember that the next orders deadline is Saturday Morning GMT.
 
Dis, can you get on AIM?

The Gardeners build their ships long, with forward facing weapons. The head of the ship, which contains most weapons and sensors, is larger and broader, giving it the appearance of a hammerhead. The circular middle section is often rotating, to provide artificial gravity while the engines often flare outwards behind it. They favor dull, gray surfaces that are broken up by large windows into the ship's interior, and the only decoration consists of the ship's name and the emblem of which branch of the Combined Fleet it belongs to.
 
Wasn't there an uninhabited Beta Habitat on Kaus III that I moved people into?
 
So my starting bonus is a free colony ship. Yay.
 
Questions:

Can I build an alpha on a new planet in the system (at four times the cost), then upgrade it to a beta (at normal cost, 1x) in the same turn?

Can I build an alpha on a new planet in the system (at four times the cost), then build a new beta on the same planet (at normal cost, 1x) in the same turn?

Does the base price for an alpha get subtracted from a cost of a beta when you build a beta?

Can I build a new beta and build a farm for it or a mine for it in the same turn?
 
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