Discussion in 'Imperium OffTopicum' started by Daftpanzer, Sep 24, 2015.
Subbed, this looks great
Faction name: The Fyn
Race name: nun (not an actual name for the race)
Primary traits: Watchers, Negotiators
Flavour traits: Paranoid Alliance-builders
Primary colour: Blue, blue's the word!
Secondary colour: navy blue, for a british tar is a forlorn sooooul (or something)
Homeworld name: Zona
Homeworld type: Metropolis
Home star type: G
Physical form: Since I'm the most uncreative bastard ever when it comes to designing races, I'll give photographic material I didn't steal from dA. Nope. If that, of course, is fine with you, Daft.
and now, a premature warning: alien butt.
Spoiler warning, alien butt. really. :
They have medium amounts of birthrates; neither too fast or too slow.
Starting units: Agent, Exploration Ship
Start location: BUSY
Brief Bio: SOON.
Why is everyone choosing pink? I was first!!!111
Faction name: Torrhennian Confederacy
Race name: Kowlint
Primary traits: Engineers/Scavengers
Flavour traits: Industrialists/Traders
Primary colour: Red
Secondary colour: White
Homeworld name: Torrhenn
Homeworld type: Tech
Home star type: F8
Natural Environment: Lower elevations of mountain range, hills
Physical form: Broadly centauran cloven footed hexapeds with four arms; two of which are muscular with claws and the other two are much smaller with three fingered hands (including opposable digit). They have two mouths, one located in the head used for breathing and vocalisation and the second located in the lower torso for feeding. An extended and complex digestive system allows them to eat nearly anything organic, although they prefer meat when they can get it.
Starting units: Explorer, diplomat
Start location: QUIET
Brief Bio: The Kowlint were the second intelligent species to evolve on Torrhenn. The first, called Vorn by the Kowlint, wiped themselves out in a devastating series of wars characterised by the indiscriminate deployment of chemical and biological weapons before they could developed space travel. The Kowlint achieved sentience approximately a millenium after the Vorn's self inflicted extinction and rapidly spread across the planet.
Over the ensuing centuries the Kowlint developed their talent for scavenging technology from the ruins of Vorn civilisation and advanced at a race unimaginable to races without such an advantage. Unfortunately though they were able to learn from Vorn technology they were not able to learn from the Vorn's mistakes and almost came to the brink of extension themselves.
As the Kowlint engineers began to surpass the technology they inherited from the Vorn the international tension ratcheted up quickly, eventually leading to wars more devastating than any the Kowlint had experienced before, culminating in a planetary nuclear war that decimated the Kowlint population and irradiated Torrhenn almost to the point of uninhabitability.
The survivors forged an uneasy truce and set about rebuilding Kowlint society. The surviving national governments agreed to join in a confederation to settle disagreements and organise the efforts to rebuild and clean up.
With the primary focus of the entire species being the development of methods to repair the damage from the nuclear exchanges the planet was restored to a state where it could accomodate a significant fraction of the pre-war population within a century, however many of the former largest cities were beyond the skills of the time and remained uninhabitable. With the recovering population booming the colonisation of space became a primary focus of the confederate government. An orbital habitat was established, followed by colonies on the three moons of Torrhenn. The major breakthrough came when cables strong enough to support a space elevator were developed, allowing for the economical colonisation of other worlds in the solar system.
Over time Torrhenn was completely decontaminated and in the process thousands of research institutions were founded across the confederacy which diversified their research base as the decontamination proceeded, eventually leading to the discovery of FTL travel which opened up whole new vistas of discovery and expansion.
Faction name: The Outer Space Exploration Corporation (OSEC)
Race name: Sehoum
Primary traits: Economists, Eccentrics
Flavour traits: Twitchers, Organizers
Primary colour: Blue
Secondary colour: Yellow
Homeworld name: Almoth
Homeworld type: Tech World
Home star type: F2.2
Natural Environment: Arid Savannah, brush forest, hills
Physical form: The Sehoum are symbiotes, existing separate from but dependent on a separate species of omnivores called Baloum. Sehoum are soft, worm-like organisms that attach to their host’s spinal column, from which it interacts with the nervous and circulatory systems. Baloum are multi-limbed omnivores most comparable to a large, terrestrial goat. The Sehoum are sentient, while the Baloum are merely highly intelligent “animals”. Sehoum cannot survive for long outside a Baloum, while Baloum are able to physically survive without a Sehoum, but are highly reliant on their symbiote’s intelligence to thrive.
Baloum physiology is adapted for a variety of harsh environments, but are ideally suited to Savannah-like areas in between forests and deserts. Their six limbs are each capable of functioning as arms or legs, though the bottom pair is significantly stronger and the middle pair has a greater degree of fine motor control. They are capable of standing upright for extended periods of time on two limbs, and moving as such, but are most comfortable with all six limbs on the ground. They are excellent climbers on both trees and rock. They have a set of vestigial antlers on their heads, which do not naturally grow more than four inches (though these are typically used as mounts for elaborate headdresses).
Outside their host, Sehoum are unappetizing, pale worms with many small tendrils. They have no sensory organs of their own, no means of locomotion beyond blindly writhing, and no ability to provide their own sustenance. Modern medical technology can keep them alive, but is currently grossly inadequate at approximating the full capabilities of a Baloum. While symbiotic relationships are common on Almothan fauna, Sehoum can only pair with Baloum (though there are less intelligent evolutionary cousins of Sehoum that can pair with Baloum).
Modern medicine is able to transfer Sehoum between Baloum hosts, potentially doubling their lifespan. Otherwise, Sehoum are implanted during the reproductive process in a pre-pubescent Baloum, with the genetic material of its sole parent, from which it is able to navigate to the spinal column. It is protected in its formative years by its host, which reaches maturity in a shorter amount of time, and begins to integrate biological functions. It can use a Baloum’s sensory organs as its own, and direct the physical activities of its host. While this is more of a suggestion than direct control, natural and artificial selection has seen to it that only the most obedient Baloum reproduce.
The success of the Sehoum-Baloum paring, compared to others on Almoth, is due to the highly developed Baloum nervous system. Modern Baloum possess a significant amount of excess capacity, in addition to their own high intelligence, that the Sehoum can use for itself. Sehoum-Bahoum pairings have multiple levels of conscious thought, specialized for different functions, allowing them to out-think and out-react most of their competitors. A Sehoum, in a fight, can provide quick reaction to its opponent, plan its next move, and work out a long-term strategy simultaneously.
Starting units: Explorer, Freighter
Start location: Either
Almoth is a desert world, with expansive deserts covering 70% of the planet. The majority of life lives in the polar regions, where the climate is cooler and temperatures do not reach boiling. The Sehoum originated in the northern polar region, and only ~300 years before the beginning of the game were able to navigate to the southern pole. They are highly innovative and progressive, with only 1200 years of recorded history from the stone age to space travel.
Almoth is organized by a Coconstitutional government, with two political entities, the Northern Accord and Southern Convocation, managing planetary resources (central deserts, outer space) through joint institutions while maintaining separate and distinct political, cultural, and military structures.
The Northern Accord is a federal government that includes nearly all of the pole’s Ethnarchies, political clans tracing descent back to a common ancestor. The Ethnarchies handle much of the day-to-day governance, and the Accord mostly serves to negotiate joint ventures and arbitrate disputes. The Accord is a very conservative organization and has served in the past century to severely restrict the formation of new Ethnarchies. New Ethnarchs typically split off when an Ethnarchy becomes too large or diverse to adequately maintain control/serve the needs of its members, but under the rules of the Accord its parent Ethnarchy can veto its membership, severely handicapping it during its formative years. As such, while population has grown 400% in the past century, the number of Ethnarchies has only increased by 30%. This has led to a degree of political stagnation in the North, though it's also led to a rise in multi-ethnic corporations, which have a greater degree of autonomy.
The Southern Convocation is a unitary government representing the inhabitants of the southern pole. Here, the ethnarchal system was never fully established, and the Convocation is a much stronger central government. Its main governing body is the Convocation itself, nominally an assembly of every single member (though in practice often delegated). Most of the functions of government, and policy-making, is done by the Hierarchy, a combined bureaucratic and judicial system. The Hierarchy draws its membership from Colleges, fraternal institutions that provide education, networking, and training to their members. Its government is typically riven by conflict between rival Colleges, and within the past decade a full Convocation has been called four times in order to resolve critical issues deadlocked by internal disputes (in its 160 year history, a full Convocation has been called less than twenty times). Collegiate politics is increasingly insular, focused on intercollegiate rankings through competitive examinations known as Azad.
Independent political organizations exist outside the Polar Governments. Some of them are Ethnarchies expelled from, or which never joined, the Accord: these groups are typically poorer and less influential than an Accorded Ethnicity. Many are religious sects, either open to new members or restricted by bloodline, that don't participate in formal government.
The majority of Sehoum worship a monotheistic deity, who incarnates in a Sehoum (the proper term is closely linked to the relationship a Sehoum has with his Baloum). This Sehoum is known as the Avatar. There is a single, widely accepted Avatar in the North, His Holiness Ispend, who heads a religious organization with ~1.4 billion members. A number of other avatars (anti-avatars) exist, particularly in the South which was an early destination for religious nonconformists. Increased politicization of the role of the Avatar led to the development of the concepts of Facets, which is that a single individual is not able to properly express God and it is necessary to consult multiple Avatars, living or dead, along with non-divine but still divinely inspired individuals (Saints) in order to understand the Supreme Law. Facetism was a relatively recent development, 400 years ago, and touched off a prolonged period of military conflict in both continents that would really only end with the formation of the Accord, and resulted in a decentralized religious system. Religious sects are dedicated to individual Avatars, an individual Facet of God, or a specific scholarly consensus combining multiple Facets/Avatars.
The main body that handles activity beyond the planet’s atmosphere is the Outer Space Exploration Corporation, which is jointly governed (35-35-30) by both polar governments and private individuals. It is not a military organization and both governments maintain their own standing forces. Numerous joint economic organizations exist to manage shared resources, such as water reserves, mining rights, agricultural production, and pollution. Lack of resources and living space has made the Sehoum very focused on efficient production. These bodies, in turn, coordinate activities through a body known as the Board of Custodians.
Sehoum space travel has largely been driven by the harvesting of liquid from solar bodies in the asteroid belt. In the past 200 years of space travel, they have added 15% to their planet’s water reserves. This has caused massive environmental and societal impacts, and for the first time in Sehoum history the central desert is being progressively claimed as arable land. This has resulted in a massive increase in Sehoum population and production, though currently they still make use of only ~30% of their planet’s surface.
I'm in. This looks really awesome.
EDIT: My subscription is written below.
You tempt me, Sir. I've recycled a faction from Tyo's projects twice before, but here at least there's some mechanical justification to it. Question is, in its original source it shared a solar system with two other sapient races, so would it be possible to import those as well?
Welcome travelers, grab a brew!
Hello! My first thought is that would be stretching things, even though this isn't hard sci-fi. Are they all on different planets??
* Exploration ships will now require 1EP/turn maintenance instead of 0.5EP (its all that expensive survey gear)
* Freighters will require 0.5EP/turn maintenance instead of 0.25EP (but Trader factions can still pay less upkeep)
* The 'Production Line' rule has been changed to become a passive 'gearing bonus' EP reduction for units that are frequently built.
* The Industrialist special trait changed to the following:
* The Trader special trait has changed to the following:
To reward players for choosing troops, diplomats or other non-spaceships as starting units, these will start the game with at east one rank of experience.
Pirates, bandits, and rogue factions may feature from turn 0, even if they do not have warp drives, they may be a problem in your home system (depending on your race's background).
I will stress however that you won't be able to do much on turn 1 without at least one space vessel!
Please feel free to change your signup post if you wish, nothing is locked down just yet, although I'm starting on some artwork this evening.
Aye. Wellone's a planet and one's a moon. One of the races is historically responsible for getting my PC into space, the other may or may not have been responsible for uplifting the other two but otherwise stayed out of their affairs. If you're interested I'll PM you the details if you want to make them flavour NPCs or such.
Faction name: Tarnakkian Empire
Race name: Tarnakkian/Tarnakki (plural)
Primary traits: Duellists, Materialists
Flavour traits: Twitchers, Hunters
Primary colour: Red
Secondary colour: Yellow/Gold
Homeworld name: Tarnakk
Homeworld type: Metropolis World
Home star type: I have devised a landscape with a lot in common with Earth, so I suppose it is G. (Its called 'Uriah')
Natural Environment: The evolution began in the now extinct great jungles, and from there it spread to the rest of the habitable surface of the planet (prairies, lush valleys, coastlines, etc.).
Physical form: Humanoid mammals, Tarnakkians resemble felines, with hair all over the body varying from orange to white, human hands (but with claws), legs optimized to run at a high speed, night vision, tail, fangs, etc. They are bipedal creatures of medium size, with sexual reproduction. The males have longer fangs and larger skulls, females have more rounded skulls and are generally weaker/smaller, but more agile and quick than the males.
Starting units: Exploration Ship, Troops
Start location: BUSY
In the past, there were two intelligent species on Tarnakk. There were the Tarnakki, a feline and fierce people who came to conquer the planet after years of servitude, and their former masters, the Killuri, a lizard-like race that once dominated most of the globe. At first, the Tarnakki and Killuri coexisted peacefully, but the latter, which initially only inhabited coastal areas, began to expand inland, driving or enslaving their former neighbors, until it went so far that the Tarnakkian territory was limited to the jungles, their ancestral lands. However, an event known as the Great Uprising was started by the Tarnakki, who rose up against their masters and began a war in which both sides would fight for centuries, and what began as a struggle for freedom became a dispute whose winner would dominate the entire planet. The Killuri were defeated, and their race exterminated in the process.
With the end of the conflicts, Tarnakk (which was named as such after the war) would still be divided into several independent states, that although united by race, still vied for power. But that would not last: A young Tarnakkian warlord would, through war and diplomacy, unify the entire planet under one banner. His name was Zunnar Allakid, and he is still remembered and celebrated as the founder of the Tarnakkian Empire. Unfortunately, frequent power struggles led to the extinction of this ancient royal line, and several other dynasties came to occupy the Golden Throne.
This brings us to the present Emperor, Honnan, of House Tahan. And it is in his reign that the Tarnakkian people will for the first time in ages brave the unknown, reach the unreachable, tame the untamable. A new era of glory, honor and conquests. A new Golden Age for the heirs of Zunnar...
But let's talk now about this venerable people. The Tarnakki, after dominating the planet, began to have a lifestyle increasingly materialistic, even if still guided by the code of honor. The rustic life in the jungles was quickly replaced by metropolis and giant urban centers, where the aristocracy still oscillates between periods of pomp and refinement and times of feuds and conflicts. Even though thousands of years of evolution have contributed greatly to eradicate any kind of misery on this planet, the social differences are still enormous. Basically, a small and powerful aristocracy rules over a vast population which, although not plagued by poverty, still not sympathizes with such social abyss. The local society is very equalitarian, where males and females share power and prestige. The regime is totalitarian, but this is an ancient tradition and Tarnakki respect a strong and honorable leader.
More info soon
Edit: Changed flavour trait "Engineer" to "Twitcher". Power to the tigers.
Daft, just a word of advice going by past games: you may want to make sure you keep the art required for each update to a minimum. The length of your games is closely correlated with how much you need to put into creating artwork (see, NEScraft vs Throne of Destiny). Seeing as it's your day job, too, it would be very easy to get burned out.
Yes, definitely interested, please feel free to PM me - ideally I was looking for one main race + optional minion(s), but I could make an exception.
I redid my post due to the unoriginality(butterflies).
So I had a couple of questions about race creation.
So how do flavor traits work? Do they get you benefits the same as the primary ones?
Is there a mercenary option?
Are you only able to spawn ships on the worlds listed as being able to spawn ships and troops?
Much appreciation for the races so far. Thankyou!
No pressure from me to have peaceful or aggressive races. Its up to you guys. If needed, I have the power to create NPC's to fill out the cast of characters
That's cool! But I actually liked the butterfly-esque concept also. I image a giant butterfly would be pretty scary. Try a google image search for 'butterfly up close'...
Flavo(u)r (I'm English!) traits should've been explained better (I'll get around to that). They will only rarely/randomly affect the mechanics of the game, they are more about fleshing out the background to your race. The 'almost' choices. Also, say if a splinter group splits off from your main faction, perhaps it will have one of the flavo(u)r traits become a primary one.
Mercenary option - you mean other factions paying you to fight for them? Of course, any kind of diplomacy you want to do is up to you. If you mean hiring mercenaries, it's likely some will appear if there is demand. At the start of the game it will be hard for any independents to have their hands on Faster-Than-Light drives, unless mutinies occur. But for you might find an NPC warrior race willing to sell you lots of soldiers.
And yes, I didn't stress the spawning rules too much since it shouldn't factor to much to begin with (you can always build anything at your homeworld/capitol). I mainly want to avoid a situation where player A can suddenly spawn a huge battlefleet and army at a tiny colony to defend against a sneak attack, if that makes sense.
Well I was thinking of being the mercenary. It looks like we have a lot of peaceful types, so i was going for a warrior race most definitely. It looks like having an industrial world is key to ship building so that's likely a line to consider. not sure what-else would go along, but I'm thinking Warriors and Organizers/Industrialists as my primary traits. If the flavo(u)r ones don't give the bonus that changes my thinking a little.
As Shadowbound pointed out, its going to be counter-productive to spend too much time on 'leet gfx', as I learned from my NESing days. But one thing I'd really like to do is draw 'species portraits' like you see in space strategy games (like Neptune's Pride). I'll do fun things like that when there is not an update pending.
So far I drew my Hurrunnunn race from the first page:
Which somehow reminds me of this:
Link to video.
Apologies that this is quite experimental, so I can't really advise too much when it comes to how specific things will play out. I've run test games by myself, but it will no doubt be very different with actual other people playing!
Aside from rule tweaks, I'll likely let people choose new traits as the game goes on, I did have in mind that this would be an evolving galaxy with the cultures/races changing over time.
Separate names with a comma.