TerrisH
Mischief?
Okay, HERE we go.
Back-Story:
---------
As told among the people:
A long long time ago, we ruled the Stars. many stars. Ancestors sent to alter Filgara to live on. They build the Great Ring of Air the arcs across the Sky, giving Filgara its air. They crash many Comets to impart their fire to worlds core, and to add their water Filgara's seas. Earth already here. Then, when they start to seed Filgara with life, something goes wrong among the stars. Ancestors forced to abandon the stars quickly. tHe hastens their seeding of life. Some portions Fail to take hold and die our. Much much sorrow, but no time to fix. Ancestors forced to abandon the skies. Many explosions in sky. That is how we cam to be on this planet. Maybe one day we return to the stars.
---Translation: it's approximately 2,500,000 AD. Galactic civilization has risen and fallen about three times. Its a resilient thing. A small group ships was sent to the system to terraform it. They built an artificial ring to establish an atmosphere. Rained comets down upon the world to heat its core, and build up its supply of water. Eventually, after several generations, the world was ready to be seeded with life. But something went wrong, and the Terraformers were forced to abandon their ships and colonize the planet ahead of schedule, then blow up their ships behind them. With the planets ecology unstable, they were not able to maintain any grasp on civilization. It is now 5000 years later. The ecology is somewhat more stable, and some of the tribes are starting to re-discover civilization.
Facts to know about Filgara:
Average surface gravity is .8 of the Terran normal.
There is a ring orbiting the planet that glows blue at night.
---------
Initial Basic Nation Template
Nation/Player name: (pick one)/(you)
Economy:
-Infrastructure Points (IP): (4 if you start with a city, 6 if you don't)
-Industrial Points (DP): (1 if you start with a city, 0 if you don't)
-Educational Points (EP): 1
Cities: (can start with up to one city, you name)
Species distribution: (how much of your population is not human)
Army: (4 IP and 1 DP to Spend on initial military purchases, add 1 DP if landlocked, add 2 IP if you don't start with a city)
Navy: (2 Galilees or none if landlocked)
Tech level: Bronze Age
-EP to next level: 5
-Tech Specialization: None
Stat Explanation:
Name/Player Name:
Your name and your nations name.
Economy:
-Infrastructure points (IP):
The bases of your nations economy, Infrastructure points represent the portion of your Nation's infrastructure that is free for spending. These will ebb and flow each turn, based upon the health of your nation, its size, and the size of your army. Negative IP amounts are possible, and if not addressed, could lead to decay of other stats. They can be spent on anything except Technology, and generally more beatifically in efforts requiring a large workforce.
-Industrial Points (DP):
You nations Industrial Potential, its ability to construct things, or its ability to devote to a single task. Simple as that. DP can be sacrificed (signifying it being devoted to a Signal task. DP can be spent on anything but Technology, but generally do better on efforts requiring large amounts of material or resources.
-Educational Points (EP):
EP signifies your nations Intellectual Elite. They can only be sacrificed, and while they can be banked, a large number banked can lead to unrest. You will automatically get one EP each turn. Good Orders, decent stories, random events, and/or Progression of Technology will earn you more EP. EP is the only point you can spend Technological Progression and Specialization, though you can spend them on other things to great effect, especially if it is used for planning or administration.
Cities:
Your cities. They are your main source of DP, and your DP levels will naturally attempt to shift toward the number of cities you have. You can found your first city for free if you don't start with one. Each additional city will generally require a small amount of investment, with the cities getting more and more expensive as the number of your cities increase.
Species distribution:
Humans are not the only Intelligent Species on Filgaria. Heck, they are not exactly what we would call human anymore for that matter. Here we will discuses the various races. In all, I will State there are Up to six intelligent Species on the planet. Two I have created, four I will leave up to you guys to create. It is not first come, first serve. The species must be reasonable.
-Humans: After over million years, the human race has drifted somewhat. Environmental Selection, Political selection, and the occasional out of control Biological weapon. All have lead up the Spieces know as Filgara as "humans". They are not much different then the modern human, their skin is a bit tougher, they have green hair, and their bones a little denser. Mentally, the do have a tendency to follow others somewhat blindly, and unless there is something obviously wrong with what they are being told to do, they wont question or hesitate to do it. They also make up some 80% of the planets population.
-Lowgee: Lowgee's are the Oldest off shoot of the human race, originally designed to operate in the Low to none Gravity of space. Instead of possessing a pair of legs, they instead have a second pair of arms. while at a bit of disadvantage on the ground, they do poses Superior Strength in their arms, compared to humans, and are quite a bit more Dexterous then any of the other races on Filgara.
Army:
You might, your power, your final solution. Unique units are possible, limited to one unit per nation. Just ask and we will figure something out. Helpful if their based on existing units.
Conscripts can be raised to bolster your forces, but they are not very good in the ages. Only real use will be to man defenses, and/or used as cannon fodder to slow the enemy down.
Light infantry: 1 for 1 IP, or 2 for 1 DP. Probably the most numerous of the units, they will make up the bulk of your forces. While just as well armed as heavy infantry, they have little or no armor.
Heavy infantry: 1 for 1 IP and 1 DP. The Core of any Army, Heavy infantry are well armed and armored. In combat, they are easily the Equivalent of any Light infantry, and are even deadlier when supported by other units of light infantry of heavy infantry.
Birdmen: 1 for 2IP, or 2 for 1 DP. Mounted on large, flightless birds, the Bird man are all about mobility. They are much faster then their infantry counterparts, and are some what better armored then Light infantry. They are less well armed
Navy:
Your naval forces. These represent your professional naval forces. Ships built just to sink other ships.
Merchant ships: in times of war, you can impress merchant ships into your navy. Not built for combat, they are at a disadvantaged to a professional naval ship.
Galilees: 2 for one DP. Primitive ships built for the express purpose for attacking and sinking other ships.
Tech Level:
The Technological Age of your nation. Bronze, Iron, Classical, ???, ???, ???, ect Progressing to the next age will offer your nation a significant advantage, both military and economically. It will also make other Specialization's available to be grabbed and used.
-EP to next level: 5
This is how many EP you need to advance to the next age. Their are three ways to decrease this number. The first way, you can simply wait and let others research for you. As more and more nations advance to the next age, the DP needed to advance for each age will decrease eventually, the amount will drop to Zero, and all nations will advance to the next age. The Other way is by investing DP into it you. The third way is to purchased/steal/capture the technology from another nation that has it, though you can only decrease the cost via this way by one DP each turn.
-Tech Specialization: None
Tech Specialization are Technologies developed independent of Technological age.
Government: monarchy (1EP). Allows you to Add to your Stats Government: Monarchy. Monarchy's are more stable then the Standard Despotic government, providing a clear line of succession. They generally see a slight increase in infrastructure and industry. Their can only be one government at a time, switching to another government can cause internal trouble.
Government: Republic (2EP). Allow you to Add to your Stats Government: Republic. The Republic are slightly less Stable then Despotic governments, but offer more intellectual freedom. Republics usually see a slight increase in Educational Points generation.
Slings (1EP). All troops now come with the ability to engage in limited ranged combat, using slings.
Bows (2EP). You can now recruit Archers.
Combat Archaeologist I (3EP). Non Tradable. You can now recruit one division of Combat Archaeologist.
Cultural prerogative (2EP). You can add the culture Stat to your Stats. Culture offers some resistance to invasion, and gives you some influence nearby nations with a lower or no culture Stat. inversely; nations with a higher culture will be able to influence your nation.
As other Stats are researched and added, I will put them here.
----------
Other information
I will accept orders of any Length, though I ask that you keep them to no more then 3 PM's. If you repeatedly go over, your chance of bad random events go up.
Including the Details and reasoning behind your spending will increase its effectiveness and the likely hood that it will work. Military Spending in the exception, as what you spend there is what you get.
I will let anyone play.
The rules are guidelines, feel free to push them. But be wary, they might push back.
I am Evil, and feel no remorse over killing a player off in a single turn.
Stories, either posted in the thread, or expressed as creative orders, will earn you bonuses. Decent orders will also likely earn you bonuses. Their will be no penalty for Bland orders or not posting stories (well, other then the other players getting ahead).
This is a Sci-Fi Fresh Start. I will try to keep it at least internally consistent, but it is my world, and my universe.
---------
Landscape:
Red: mountains. Little life, maybe the occasional grass.
Brown: Hills. Little life, maybe some grasses.
Yellow: Desert. Sandy, some life
Grey: rock lands. No life and no soil for that matter. Just an expanse of rocks.
Dark Grey: artifical's. Remains of cities, other.
Dark Green: High Bio-mass zones. Forest, jungles, or swamps.
Light Green. Biomass zones. Light forest and grasslands.
Dark Blue: the ocean.
These it the Cradles. click to enlarge.

Update Zero will be: Jan 23, 2008
reserving next 3 post for later use, then you are free to start. Pick a spot in the cradles, and design a nation. Design a species to.
Back-Story:
---------
As told among the people:
A long long time ago, we ruled the Stars. many stars. Ancestors sent to alter Filgara to live on. They build the Great Ring of Air the arcs across the Sky, giving Filgara its air. They crash many Comets to impart their fire to worlds core, and to add their water Filgara's seas. Earth already here. Then, when they start to seed Filgara with life, something goes wrong among the stars. Ancestors forced to abandon the stars quickly. tHe hastens their seeding of life. Some portions Fail to take hold and die our. Much much sorrow, but no time to fix. Ancestors forced to abandon the skies. Many explosions in sky. That is how we cam to be on this planet. Maybe one day we return to the stars.
---Translation: it's approximately 2,500,000 AD. Galactic civilization has risen and fallen about three times. Its a resilient thing. A small group ships was sent to the system to terraform it. They built an artificial ring to establish an atmosphere. Rained comets down upon the world to heat its core, and build up its supply of water. Eventually, after several generations, the world was ready to be seeded with life. But something went wrong, and the Terraformers were forced to abandon their ships and colonize the planet ahead of schedule, then blow up their ships behind them. With the planets ecology unstable, they were not able to maintain any grasp on civilization. It is now 5000 years later. The ecology is somewhat more stable, and some of the tribes are starting to re-discover civilization.
Facts to know about Filgara:
Average surface gravity is .8 of the Terran normal.
There is a ring orbiting the planet that glows blue at night.
---------
Initial Basic Nation Template
Nation/Player name: (pick one)/(you)
Economy:
-Infrastructure Points (IP): (4 if you start with a city, 6 if you don't)
-Industrial Points (DP): (1 if you start with a city, 0 if you don't)
-Educational Points (EP): 1
Cities: (can start with up to one city, you name)
Species distribution: (how much of your population is not human)
Army: (4 IP and 1 DP to Spend on initial military purchases, add 1 DP if landlocked, add 2 IP if you don't start with a city)
Navy: (2 Galilees or none if landlocked)
Tech level: Bronze Age
-EP to next level: 5
-Tech Specialization: None
Stat Explanation:
Name/Player Name:
Your name and your nations name.
Economy:
-Infrastructure points (IP):
The bases of your nations economy, Infrastructure points represent the portion of your Nation's infrastructure that is free for spending. These will ebb and flow each turn, based upon the health of your nation, its size, and the size of your army. Negative IP amounts are possible, and if not addressed, could lead to decay of other stats. They can be spent on anything except Technology, and generally more beatifically in efforts requiring a large workforce.
-Industrial Points (DP):
You nations Industrial Potential, its ability to construct things, or its ability to devote to a single task. Simple as that. DP can be sacrificed (signifying it being devoted to a Signal task. DP can be spent on anything but Technology, but generally do better on efforts requiring large amounts of material or resources.
-Educational Points (EP):
EP signifies your nations Intellectual Elite. They can only be sacrificed, and while they can be banked, a large number banked can lead to unrest. You will automatically get one EP each turn. Good Orders, decent stories, random events, and/or Progression of Technology will earn you more EP. EP is the only point you can spend Technological Progression and Specialization, though you can spend them on other things to great effect, especially if it is used for planning or administration.
Cities:
Your cities. They are your main source of DP, and your DP levels will naturally attempt to shift toward the number of cities you have. You can found your first city for free if you don't start with one. Each additional city will generally require a small amount of investment, with the cities getting more and more expensive as the number of your cities increase.
Species distribution:
Humans are not the only Intelligent Species on Filgaria. Heck, they are not exactly what we would call human anymore for that matter. Here we will discuses the various races. In all, I will State there are Up to six intelligent Species on the planet. Two I have created, four I will leave up to you guys to create. It is not first come, first serve. The species must be reasonable.
-Humans: After over million years, the human race has drifted somewhat. Environmental Selection, Political selection, and the occasional out of control Biological weapon. All have lead up the Spieces know as Filgara as "humans". They are not much different then the modern human, their skin is a bit tougher, they have green hair, and their bones a little denser. Mentally, the do have a tendency to follow others somewhat blindly, and unless there is something obviously wrong with what they are being told to do, they wont question or hesitate to do it. They also make up some 80% of the planets population.
-Lowgee: Lowgee's are the Oldest off shoot of the human race, originally designed to operate in the Low to none Gravity of space. Instead of possessing a pair of legs, they instead have a second pair of arms. while at a bit of disadvantage on the ground, they do poses Superior Strength in their arms, compared to humans, and are quite a bit more Dexterous then any of the other races on Filgara.
Army:
You might, your power, your final solution. Unique units are possible, limited to one unit per nation. Just ask and we will figure something out. Helpful if their based on existing units.
Conscripts can be raised to bolster your forces, but they are not very good in the ages. Only real use will be to man defenses, and/or used as cannon fodder to slow the enemy down.
Light infantry: 1 for 1 IP, or 2 for 1 DP. Probably the most numerous of the units, they will make up the bulk of your forces. While just as well armed as heavy infantry, they have little or no armor.
Heavy infantry: 1 for 1 IP and 1 DP. The Core of any Army, Heavy infantry are well armed and armored. In combat, they are easily the Equivalent of any Light infantry, and are even deadlier when supported by other units of light infantry of heavy infantry.
Birdmen: 1 for 2IP, or 2 for 1 DP. Mounted on large, flightless birds, the Bird man are all about mobility. They are much faster then their infantry counterparts, and are some what better armored then Light infantry. They are less well armed
Navy:
Your naval forces. These represent your professional naval forces. Ships built just to sink other ships.
Merchant ships: in times of war, you can impress merchant ships into your navy. Not built for combat, they are at a disadvantaged to a professional naval ship.
Galilees: 2 for one DP. Primitive ships built for the express purpose for attacking and sinking other ships.
Tech Level:
The Technological Age of your nation. Bronze, Iron, Classical, ???, ???, ???, ect Progressing to the next age will offer your nation a significant advantage, both military and economically. It will also make other Specialization's available to be grabbed and used.
-EP to next level: 5
This is how many EP you need to advance to the next age. Their are three ways to decrease this number. The first way, you can simply wait and let others research for you. As more and more nations advance to the next age, the DP needed to advance for each age will decrease eventually, the amount will drop to Zero, and all nations will advance to the next age. The Other way is by investing DP into it you. The third way is to purchased/steal/capture the technology from another nation that has it, though you can only decrease the cost via this way by one DP each turn.
-Tech Specialization: None
Tech Specialization are Technologies developed independent of Technological age.
Government: monarchy (1EP). Allows you to Add to your Stats Government: Monarchy. Monarchy's are more stable then the Standard Despotic government, providing a clear line of succession. They generally see a slight increase in infrastructure and industry. Their can only be one government at a time, switching to another government can cause internal trouble.
Government: Republic (2EP). Allow you to Add to your Stats Government: Republic. The Republic are slightly less Stable then Despotic governments, but offer more intellectual freedom. Republics usually see a slight increase in Educational Points generation.
Slings (1EP). All troops now come with the ability to engage in limited ranged combat, using slings.
Bows (2EP). You can now recruit Archers.
Combat Archaeologist I (3EP). Non Tradable. You can now recruit one division of Combat Archaeologist.
Cultural prerogative (2EP). You can add the culture Stat to your Stats. Culture offers some resistance to invasion, and gives you some influence nearby nations with a lower or no culture Stat. inversely; nations with a higher culture will be able to influence your nation.
As other Stats are researched and added, I will put them here.
----------
Other information
I will accept orders of any Length, though I ask that you keep them to no more then 3 PM's. If you repeatedly go over, your chance of bad random events go up.
Including the Details and reasoning behind your spending will increase its effectiveness and the likely hood that it will work. Military Spending in the exception, as what you spend there is what you get.
I will let anyone play.
The rules are guidelines, feel free to push them. But be wary, they might push back.
I am Evil, and feel no remorse over killing a player off in a single turn.
Stories, either posted in the thread, or expressed as creative orders, will earn you bonuses. Decent orders will also likely earn you bonuses. Their will be no penalty for Bland orders or not posting stories (well, other then the other players getting ahead).
This is a Sci-Fi Fresh Start. I will try to keep it at least internally consistent, but it is my world, and my universe.
---------
Landscape:
Red: mountains. Little life, maybe the occasional grass.
Brown: Hills. Little life, maybe some grasses.
Yellow: Desert. Sandy, some life
Grey: rock lands. No life and no soil for that matter. Just an expanse of rocks.
Dark Grey: artifical's. Remains of cities, other.
Dark Green: High Bio-mass zones. Forest, jungles, or swamps.
Light Green. Biomass zones. Light forest and grasslands.
Dark Blue: the ocean.
These it the Cradles. click to enlarge.

Update Zero will be: Jan 23, 2008
reserving next 3 post for later use, then you are free to start. Pick a spot in the cradles, and design a nation. Design a species to.