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Mass Effect Factions :: The Message((Codex))

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Mass Effect Factions :: The Message((Codex))

Postby Nuxipal » Mon Oct 10, 2016 8:38 pm

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Citadel Archives


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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

The Phyrexi Empire

Postby Nuxipal » Mon Oct 10, 2016 8:38 pm

Faction: The Phyrexi Empire
Leader: Empress Avacyn II
History: It is said that the first empire which ruled over Myrrak, the Phyrexi Homeworld, was one of the skies. One of blood and fear. Archaeologists have uncovered our past through small ruins dotting the bottoms of lakes and in the various badlands of the homeworld. Ice-like crystals made of Eezo also have echoed across the planet and the wisest of sages have said to have glimpsed into the ancient past.
The current Empire rose two centuries ago and have, through technological superiority, pushed their way forward until the empire covered the planet. The seat of Emperor or Empress is chosen by a collection of High Sages. They chose from one of the Imperial Branches of the family which member best fits the needs of the current Era. Only a decade ago, they chose Avacyn of the Tagachi branch to lead the Phyrexi as they looked beyond their home.
Once the conquest of the homeworld was completed, the great peace began. The Great Peace was a time of advancement when flight turned to spaceflight and spaceflight eventually discovered Mass Effect physics on our moon. It permitted us to explore and be free. Now we face a new task, unlocking our Primary Relay's function to send us hurling to the stars

Infrastructure and Claimed Worlds: Systems Generated by Random System Generator with exception of Homeworld
Vex System - 548

Visir: Barren

Myrrak: Garden
Natrual Income: 100
Total Income: 100 + 396 = 496
Research Points: 24 RP
Natural Production: 700


5 Urban Areas, 2 Fuel Depots, 5 Mining Complexes, 3 Industrial Complexes, 2 Major Mining, 1 Major Industrial, 1 Shipyard, Research Station and 1 Small Spaceport, Level 1 Defenses
Myrrak a: Barren
Natural Income: 10
Total Income: 10 + 12 = 22
Natural Pc: 0
1 Mining Complex, 1 Industrial Complex

Ululate: Gas Giant
Ululate a: Barren
Natural Income: 10
Total Income: 10 + 5 = 15
Natural Pc: 0
1 Mining Complex


Ululate b: Barren
Natural Income: 10
Total Income: 10 + 5 = 15
Natural Pc: 0
1 Mining Complex


Carpha : Gas Giant


Yezan System: System Income: 615
Yezan A: Hostile Terran
Yezan a: Barren
Natural Income: 10
Total Income: 10 + 5 = 15
Natural Pc: 0
1 Mining Complex

Keitania: Near Garden
Natrual Income: 75
Total Income: 75 + 158 = 233
Natural Production: 500

1 Urban Area, 1 Fuel Depot, 4 Mining Complex, 2 Industrial Complexes, 1 Major Mining Complex, 1 Major Industrial Complex, 1 Shipyard, 1 Small Spaceport

Zeskiri: Near Garden
Natrual Income: 75
Total Income: 75 + 204= 279
Natural Production: 500

3 Urban Area, 1 Fuel Depot, 2 Industrial Complexes, 4 Mining Complexes, 1 Major Mining Complex, 1 Major Industrial Complex, 1 Shipyard
Yezan D: Gas Giant
Yezan d: Barren
Natural Income: 10
Total Income: 10 + 12 = 22
Natural Pc: 0
1 Mining Complex, 1 Industrial Complex

Yezan d2: Barren
Natural Income: 10
Total Income: 10 + 12 = 22
Natural Pc: 0
1 Mining Complex, 1 Industrial Complex


Ixmar System: System Income: 89
Ixmar A: Gas Giant
Asteroid Belt
Ixmar B: Non-Hostile Terran
Ixmar b1: Barren
Natural Income: 10
Total Income: 10 + 12 = 22
Natural Pc: 0
1 Mining Complex, 1 Industrial Complex

Ixmar b2: Barren
Natural Income: 10
Total Income: 10 + 12 = 22
Natural Pc: 0
1 Mining Complex, 1 Industrial Complex

Seturpe: Garden Moon
Ixmar C: Hostile Terran


Todyl System; System Income: 45
Varesh -Gas Giant
Varesh a- Barren Moon
Natural Income: 10
Total Income: 10 + 5 = 15
Natural Pc: 0
1 Mining Complex
Varesh b- Barren Moon
Natural Income: 10
Total Income: 10 + 5 = 15
Natural Pc: 0
1 Mining Complex
Varesh c- Barren Moon
Natural Income: 10
Total Income: 10 + 5 = 15
Natural Pc: 0
1 Mining Complex
-Moon
Umbar - Hostile Terran [Deathworld (-50% Credits from Urban Areas)]
Asteroid Belt
Todyl C - Barren
-Moon
Asteroid Belt


Evia System
Evia A - Barren
Evia B - Barren
Asteroid Belt
Evia C - Gas Giant
Evia c - Barren moon
Asteroid Belt


Oris System
Asteroid Belt
Matoc - Terran (Neolithic Civilization: Colonization Space reduced by 80%... for now)
Matoc a- Barren Moon
Matoc b- Barren Moon
Matoc c- Barren Moon
Asteroid Belt
Oris B - Barren
Oris C - Hostile Terran

Total Income: 1297 credits



Military:
2 Dreadnoughts
4 Battlecruisers
8 Heavy Cruisers

Elite Specialist (Empress Avacyn) - [Free - Elites, Biotics, HQ Armor, HQ Weapons, Advanced Kinetic Barrier]
Elite Specialist (Aryca Roygaris) - [Free- Elites, Biotics, HQ Weapons, Advanced Kinetic Barrier, Close Combat Specialization)
Elite Specialist (Lisrena) - [Free - Elites, Biotics, HQ Armor, Advanced Kinetic Barrier, Close Combat Specialization)
Elite Specialist (Seltris) - [Free- Elites, Biotics, Close Combat Specialization, Advanced Kinetic Barrier, Stealth Training]
3 Infantry
3 Spec Ops
2 Artillery
2 Gunships





Race Name: The Phyrexi
Racial Physical Attributes
STRENGTH: 5 + -2 = 3
DEXTERITY: 5 + 4 = 9
CONSTITUTION: 5 + 6 = 11
Racial Mental Attributes:
INTELLIGENCE: 5 + 13 = 18
WISDOM: 5 + 10 = 15
CHARISMA: 5 + 9 = 14

Traits: Innate Biotics - Your race has been blessed by the galaxy to have grown on a world rich in Eezo. As a result they are innately strong in Biotics. All ground units have free Biotic Combat.
Technological Prowess - Innovation has always been important to your people. Research comes easy to your people. Add half (Rounded up) of your racial Intelligence Store to Research Points per planet with 5 Urban Areas.
Homeworld History:
Early Biotic Emergence: The Angels graced this world, after seeing how abundant Eezo was on it. Biotics are a key component to most avenues of technological advancement on the Phyraxi homeworld. The homeworld, and other Eezo Rich worlds, Research Stations Produce +5 Research Points per month.
Con: Physically weak: Due to their lack of strength, the Phyraxi have following Penalties.
Unable to take Close Combat Specialization or Heavy Weapons Team upgrades. Unable to build Fighters, Interceptors, or Carriers. Planetary Mining Structures give only 60% of their maximum Income.
Last edited by Nuxipal on Fri Oct 28, 2016 4:43 pm, edited 12 times in total.
National Information: http://kutath.weebly.com/

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G-Tech Corporation
Khan of Spam
 
Posts: 63999
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Oct 11, 2016 9:01 pm

-le redact-
Last edited by G-Tech Corporation on Sat Oct 15, 2016 9:05 am, edited 6 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Orson Empire
Post Czar
 
Posts: 31630
Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Tue Oct 11, 2016 10:43 pm

Faction: The Ni'em Nation

Leader: Director Sian Ni'em

Government: Martial Democracy

Galactic Location: Krogan DMZ in Inner Council Space

Homeworld History template: Asteroid impact

History: The Kan'Scren (translated from their language to English as "People of Scren") are a mammal-like species that evolved on their tropical homeworld of Scren thousands of years ago. 3,000 years ago, after discovering agriculture, the Kan'Scren population grew rapidly due to the abundant source of food, and they began to organize into large nations across Scren. Technology began to advance very rapidly over the centuries as the various nations fought each other for dominance. The Kan'Scren also began to study their innate ability to use Biotics, and eventually, it became very common for soldiers to be trained to use Biotics in combat, which only increased the amount of casualties in war. The population of the Kan'Scren waxed and waned over the years due to technological advances, war, famine, and climate change.

400 years ago, the Kan'Scren entered the Industrial Age. Around that time, only 3 nations out of the dozens that existed became fully industrialized: the Ni'em Nation, the Av'Lya Nation, and the Ro'Ta Nation. Before the Industrial Revolution, these three nations were already the superpowers of Scren and controlled the most territory on the planet; the remaining nations lagged behind severely in technology. The Ni'em Nation was the most advanced of the three, with new inventions like electricity and automobiles originating from that nation. However, the Ni'em Nation at the time was also going through a crisis; the Ni'em king ruled with absolute power over his people, and as his reign progressed, he ruled more and more like a tyrant as the power corrupted him. The people of Ni'em were fed up with his rule, and many began to support the complete abolition of the monarchy and the replacement of it with a more democratic system. This culminated in the Ni'em Revolution 370 years ago, which resulted in the king being overthrown and the formation of a Republic, where the leader (known as the Director) was limited in their power, and a parliament (known as the Ni'em Council) was established to act as the executive and legislative branch. Under this new system, all male citizens could vote in the Directorate and Councilor elections.

The kings of the other two nations saw this revolution as a threat to their own nations, and the feared that they would be toppled by these radical democratic movements. The kings agreed to form an alliance and crush the new government of Ni'em, in order to restore the status quo. The people of Ni'em, despite being attacked by two nations at once, would fight valiantly in a world war that would last over 40 years. A major factor in their success was the rich amount of resources (especially petroleum) in Ni'em territory, which allowed them to continue fighting for years on end. Even with the odds stacked against them, Ro'Ta (the weakest of the three superpowers) was completely conquered by Ni'em. At the end of the war, Av'Lya collapsed in a major civil war, and Ni'em came out on top. The remnants of Av'Lya were quickly absorbed by Ni'em.

The government of the Ni'em Nation after the war was radically different than before. Ni'em society now revolved around the military due to the decades of constant warfare, and as a result, the once fully democratic government had turned into a martial democracy. Under this new system, both men and women could vote, but only if they were "full citizens"- to become a full citizen, you either had to serve in the military for a certain amount of time or be employed by the Ni'em government. Full citizens also had other privileges, such as being able to run for public office. It was believed at the time that this system was far more meritocratic than the previous system, and would eliminate the numerous problems of a normal democracy.

Even as Ni'em armies conquered the smaller nations across the world in order to unify the planet, the nation entered a technological renaissance, with technology and science advancing at a rate never seen before in Kan'Scren history. Nuclear fission (and eventually nuclear fusion) and nuclear weapons were discovered, computers became cheap and common, and spaceships were developed, allowing the Ni'em to colonize Scren's sole moon (known as Scra; these first colonies were later abandoned as residents moved offworld). Decades afterwards, colonies were established on various planets throughout the star system.

Eventually, Ni'em scientists made the landmark discovery of Element Zero, allowing the development of the first FTL drives. For the first time, the Kan'Scren were able to travel out of their home and explore other star systems. They have also discovered their first mass relay in the next system over, and are planning on seeing where it takes them...

Image of the Kan'Scren: http://i1.wp.com/www.scifiideas.com/wp- ... .png?w=770

Racial Physical Attributes
STRENGTH: 9
DEXTERITY: 8
CONSTITUTION: 8
Racial Mental Attributes:
INTELLIGENCE: 20
WISDOM: 10
CHARISMA: 15

Special Characteristics: Innate Biotics, Technological Prowess

Infrastructure and Claimed Worlds:
Scren System
3 Mining Ships (135 credits)- 60 credits/month

Scren - Garden
NI- 100 credits/month
PC- 700
3 Urban Areas- 52 credits/month
2 Fuel Depots- 18 credits/month
5 Mining Complexes- 90 credits/month (doubled due to asteroid impact)
3 Industrial Complexes- 33 credits/month
1 Shipyard- 15 credits/month
1 Small Spaceport- 4 credit/month for everything
Level 1 Ground Fortification

Scra (moon) - Barren
NI- 10 credits/month
PC- 0
1 Mining Complex (10 credits)- 5 credits/month

Zarana - Gas Giant (NI- 40 credits/month, PC- 0): 1 orbital fuel refinery (300 credits)- 70 + 40 = 110 credits/month
Zar 1 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Zar 2 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Hugonin - Gas Giant (NI- 40 credits/month, PC- 0)

Kesaga - Barren (NI- 25 credits/month, PC- 100)

Durime - Gas Giant (NI- 40 credits/month, PC- 0)
Durime 1 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 2 -Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 3 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Durimenes- Garden Moon
NI- 60 credits/month
PC- 300
1 fuel depot (15 credits)- 5 credits/month
1 urban area (100 credits)- 30 credits/month
Level 1 Ground Fortification

Durime 5 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 6 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 7 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Weshuan - Garden Moon
NI- 60 credits/month
PC- 300
1-fuel depot (15 credits)- 5 credits/month
1 urban area (100 credits)- 30 credits/month
Level 1 Ground Fortification

Durime 9 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 10 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Isokono - Gas Giant (NI- 40 credits/month, PC- 0): 1 orbital fuel refinery (300 credits)- 70 + 40 = 110 credits/month
Isokono 1 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Isokono 2 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Isokono 3 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Isokono 4 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Aegok - Barren (NI- 25 credits/month, PC- 100)
Isok- Garden Moon
NI- 60 credits/month
PC- 300
1-fuel depot (15 credits)- 5 credits/month
1 urban area (100 credits)- 30 credits/month
Level 1 Ground Fortification

Ashin System

Planet A - Non-Hostile Terrestrial
Planet B - Gas Giant (NI- 40 credits/month, PC- 0)
Planet C - Non-Hostile Terrestrial

Larin System

Planet A - Barren (NI- 25 credits/month, PC- 100)
Asteroid Belt
Planet B - Barren (NI- 25 credits/month, PC- 100)
Planet C - Barren (NI- 25 credits/month, PC- 100)

Forren - Garden
NI- 100 credits/month
PC- 700
1-fuel depot (15 credits)- 5 credits/month
2 urban area (200 credits)- 35 credits/month
Level 1 Ground Fortification

Planet E - Barren (NI- 25 credits/month, PC- 100)


Production

Scren System
Scren: 36/700

1 escort carrier (20 credits)- 3 months
4 corvette packs (16 credits)- 2 months


Credits to spend- 803

Zarana - Gas Giant (NI- 40 credits/month, PC- 0): 1 orbital fuel refinery (300 credits)- 70 + 40 = 110 credits/month
Zar 1 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Zar 2 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Durime 1 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 2 -Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 3 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Durime 5 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 6 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 7 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Durime 9 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Durime 10 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month

Isokono - Gas Giant (NI- 40 credits/month, PC- 0): 1 orbital fuel refinery (300 credits)- 70 + 40 = 110 credits/month
Isokono 1 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Isokono 2 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Isokono 3 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month
Isokono 4 - Barren (NI- 10 credits/month, PC- 0): 1 mining complex (10 credits)- 10 + 5 = 15 credits/month


Credits to spend: 1,233

1 Prepared Expedition (150 Credits)
8 Militia Divisions (Free)

Scren-
1 orbital defense platform (300 credits)

Forren-
1 shipyard (50 credits)- 15 credits/month
1 industrial complex (15 credits)- 7 credits/month
1 urban area (100 credits)- income increased to 35 credits/month


Production

Scren System
Scren: 502/700

1 escort carrier (20 credits)- 2 months
8 corvette packs (32 credits)- 1 month
30 destroyers (450 credits)- 2 months

Larin System

Forren: 10 destroyers (150 credits)- 2 months


Production

Scren System
Scren: 502/700

1 escort carrier (20 credits)- 2 months
8 corvette packs (32 credits)- 1 month
30 destroyers (450 credits)- 2 months

Larin System

Forren: 300/700

10 destroyers (150 credits)- 2 months

Ni'em Republican Military (NRM)

Ni'em Republican Army (NRA)
(All have free combat biotics)
8 Infantry Divisions (80 credits)
8 Militia Divisions (Low Quality Weapons- Free)
1 Armored Division (50 credits)
2 Artillery Battalions (20 credits)
3 Gunship Wings (15 credits)


Ni'em Star Navy (NSN)
10 Fighter Wings (60 credits)
2 Interceptor Wings (14 Credits)
4 Transports (with dropship hangar and boarding troops upgrade- 110 credits)
3 Destroyers (45 credits)
6 Battlecruisers (360 credits)
2 Heavy Cruisers (90 credits)
1 Escort Carrier (20 credits)
1 Battlegroup Carrier (45 credits)

Income
Income for Month 3- 1,260 credits
Credits left over- 3 credits


RP Example: viewtopic.php?f=31&t=340421&hilit=terminus+alpha
Questions and Suggestions:
Hekaton
Last edited by The Orson Empire on Sat Oct 29, 2016 10:04 pm, edited 10 times in total.

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Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Wed Oct 12, 2016 10:24 pm

Race Builder Form - The Arahaelben
Racial Physical Attributes
STRENGTH: 11
DEXTERITY: 10
CONSTITUTION: 11
Racial Mental Attributes:
INTELLIGENCE: 18
WISDOM: 14
CHARISMA: 7

Special characteristics: 1)Technological Prowess- Innovation has always been important to your people. Research comes easy to your people. Add half (Rounded up) of your racial Intelligence Store to Research Points per planet with 5 Urban Areas.

2)The Value of a Good Education- The Arahaelben devotion to logic and science has resulted in a top notch STEM education for all its citizens, which is useful both in everyday life and on the battlefield. Ground units receive the Electronic Warfare Training upgrade for free.

Homeworld History: Ruins of the last cycle

Faction: The Arahaelben Interplanetary Republic
Leader: Consul Sarok
History: The Arahaelben are a species devoted to logic and science with an almost religious fervor. As a result of this devotion the individuals of this species are typically well-educated, and the species as a whole is quite scientifically and technologically advanced; this advancement did come at a cost however, as the arts are an almost lost...well, art among the Arahaelben. Individuals such as painters, poets, and musicians are treated by the majority of Arahaelben as second class citizens; the pursuit of their arts having been deemed "illogical" by most members of the species.

For all their logic, the Arahaelben were unfortunately unable to avoid war, as their leaders have often tended to apply logic in a Machiavellian manner most favorable to themselves. For much of the species' history, the political machinations of their leaders resulted in war after war after war, and as their technology became more advanced the wars became bloodier and bloodier. Indeed, the final war fought between the Arahaelben was so massive and destructive in scale, it nearly threatened to leave their entire species extinct. Fortunately, logic won the day before that could happen, as the leaders of the various Arahaelben nations came to the conclusion that any war that could lead to the extinction of their species (and more specifically, lead to their own deaths) was obviously illogical. A peace accord was signed between all nations of the Arahaelben, and an International Senate was established to ensure that the signatories adhered to the treaty.

The peace accord also resulted in unprecedented scientific and technological advancement, as scientists who had previously been devising ways to kill each other could now work together to advance their species. This advancement received a major boon when ancient ruins describing incredible technologies were uncovered and deciphered, leading to the discovery of Element Zero and development of, among other things, the first Arahaelben FTL drive. With this new technology the Arahaelben began colonizing other worlds in their system and took their first steps towards developing an interplanetary Empire.

Infrastructure and Claimed Worlds: Home System:
Aresian System

Aresia - Garden
Natural Income: 100c
Production Capacity: 700
3 Urban areas: 120c
2 Fuel Depots: 10c
5 Mining complexes: 50c
3 Industrial complexes: 21c
1 Shipyard: 15c
1 Small spaceport: 60c
Total monthly income: 376c

Ohmel -Gas Giant
Natural income: 40c
Production capacity: 0
Total income: 0c

Ifllume - Gas Giant
Natural income: 40c
Production capacity: 0
Total income: 0

Iyhtheas - Barren Moon
Natural income: 10c
Production capacity: 0
Mining complex: 5c
Total income: 15c

Irataesi - Barren Moon
Natural income: 10c
Production capacity: 0
Mining complex: 5c
Total income: 15c

Oslon - Hostile Terrestrial
Natural income: 40c
Production capacity: 100
Fuel depot: 5c
Industrial complex: 7c
Mining complex: 5c
Total income: 57c

Linalond Belt - Asteroid Belt
Natural income: 10c
Production capacity: 0
Total income: 0c

Arolion - Non-Hostile Terrestrial
Natural income: 50c
Production capacity: 300
Fuel Depot: 5c
2 Mining complexes: 10c
Major mining complex: 15c
Total income: 80c

Yeannoris - Gas Giant
Natural income: 40c
Production capacity: 0
Total income: 0

Total System income: 543c ; Total System Production capacity: 1100

Ceres System

Eshenhil - Garden
Natural income: 100
Production capacity: 700
Fuel depot: 5
Urban area: 30
Level 1 Ground Fortification
Total income: 135c

Cyenrius Belt - Asteroid Belt
Natural income: 10c
Production capacity: 0c
Total income: 0c

Filalona - Hostile Terrestrial
Natural income: 40c
Production capacity: 100
Fuel depot: 5c
Industrial complex: 7c
Mining complex: 5c
Total income: 57c

Levalion - Garden Moon
Natural income: 60c
Production capacity: 300
Fuel Depot: 5c
Urban area: 30c
Level 1 Ground Fortification
Total income: 95c

Total System income: 287c ; Total System production capacity: 1100

Minervan System

Emelthas - Hostile Terran
Natural income: 40c
Production capacity: 100
Total income: 0c

Enfa - Barren Moon
Natural income: 10c
Production capacity: 0
Total income: 0c

Umfelian - Gas Giant
Natural income: 40c
Production capacity: 0
Total income: 0c

Hesgroth Belt - Asteroid Belt
Natural income: 10c
Production capacity: 0
Total income: 0c

Caenora - Near Garden
Natural income: 75c
Production capacity: 500
Fuel depot: 5c
Urban area: 30c
Total income: 110c

Total System income: 110c Total System production capacity: 600

Grand total income: 940c ; Grand total production capacity: 2800


Military:
2 Dreadnoughts (w/ Multicore shielding, High velocity mass driver, and Enhanced life support systems)
2 Battlegroup carriers (each with 2 fighter and 2 interceptor wings)
3 Heavy cruisers
1 Light cruiser
2 transports (w/ dropship hanger and boarding troops)
2 destroyers
8 frigates
4 corvette packs


(Note: All ground units have Electronic Warfare Training upgrade)
10 Infantry divisions
4 Armored divisions
2 Artillery battalions
1 Anti-orbital missile force
2 Gunship wings
1 Elite specialist (w/ combat biotics, stealth training, and high-quality weapons)


Galactic Location: Between the Omega Nebula and Sigurd's Cradle

RP Example: Previous incarnation of Factions

Questions and Suggestions: None that I can think of

Arahaelben appearance and military uniform

Hekaton

Aresia - Garden
Natural Income: 100c
Production Capacity: 700
5 Urban areas: 250c
2 Fuel Depots: 10c
5 Mining complexes: 25c
3 Industrial complexes: 21c
2 Major mining complexes: 30c
1 Major industrial complex: 15c (-10% ship production time)
1 Shipyard: 15c
1 Small spaceport: 80c
Level 1 Ground Fortification
Total monthly income: 546c

Ohmel -Gas Giant
Natural income: 40c
Production capacity: 0
1 Orbital mining complex: 70c
Total income: 110c

Ifllume - Gas Giant
Natural income: 40c
Production capacity: 0
1 Orbital mining complex: 70c
Total income: 110c

Iyhtheas - Barren Moon
Natural income: 10c
Production capacity: 0
Mining complex: 5c
Total income: 15c

Irataesi - Barren Moon
Natural income: 10c
Production capacity: 0
Mining complex: 5c
Total income: 15c

Oslon - Hostile Terrestrial
Natural income: 40c
Production capacity: 100
Fuel depot: 5c
Industrial complex: 7c
Mining complex: 5c
Total income: 57c

Linalond Belt - Asteroid Belt
Natural income: 10c
Production capacity: 0
Total income: 0c

Arolion - Non-Hostile Terrestrial
Natural income: 50c
Production capacity: 300
Fuel Depot: 5c
2 Mining complexes: 10c
Major mining complex: 15c
Total income: 80c

Yeannoris - Gas Giant
Natural income: 40c
Production capacity: 0
Orbital mining complex: 70c
Total income: 110c

Total System income: 1043c ; Total System Production capacity: 1100

Ceres System

Eshenhil - Garden
Natural income: 100
Production capacity: 700
Fuel depot: 5c
Urban area: 30c
5 Mining complexes: 25c
2 Major mining complexes: 30c
Level 1 Ground Fortification
Total income: 190c

Cyenrius Belt - Asteroid Belt
Natural income: 10c
Production capacity: 0c
Total income: 0c

Filalona - Hostile Terrestrial
Natural income: 40c
Production capacity: 100
Fuel depot: 5c
Industrial complex: 7c
Mining complex: 5c
Total income: 57c

Levalion - Garden Moon
Natural income: 60c
Production capacity: 300
Fuel Depot: 5c
Urban area: 30c
3 Mining complexes: 15c
Level 1 Ground Fortification
Total income: 110c

Total System income: 357c ; Total System production capacity: 1100

Minervan System

Emelthas - Hostile Terran
Natural income: 40c
Production capacity: 100
Fuel depot: 5c
Industrial complex: 7c
Mining complex: 5c
Total income: 57c

Enfa - Barren Moon
Natural income: 10c
Production capacity: 0
Mining complex: 5c
Total income: 15c

Umfelian - Gas Giant
Natural income: 40c
Production capacity: 0
Orbital mining complex: 70c
Total income: 110c

Hesgroth Belt - Asteroid Belt
Natural income: 10c
Production capacity: 0
Total income: 0c

Caenora - Near Garden
Natural income: 75c
Production capacity: 500
Fuel depot: 5c
Urban area: 30c
Total income: 110c

Total System income: 292c Total System production capacity: 600

Grand total income: 1692c ; Grand total production capacity: 2800
Last edited by Brusia on Sun Oct 16, 2016 6:49 pm, edited 1 time in total.

User avatar
Argentumurbem
Ambassador
 
Posts: 1124
Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Thu Oct 13, 2016 2:00 am

Faction: Mundane
Leader: Father Eloste
History: Before they knew of the Mass Effect, the beings of Pelica they knew of the grid. Before the grid, they were divided, individuals without the direction of Eloste or the power of the Hive. When they first stepped into the light of sentience the Ulth were a harmonic people, preferring a simple life in equilibrium with their surroundings. This brought great bounty to them over the centuries, as the race evolved ever-slowly to become a true member of the life cycle. However, with such humble designs there was no innovation beyond that which could preserve the natural order, the status quo made not by sentience or will but the random chance of the universe.

And even then, the Ulth took to science as if there were no greater pursuit. The power to create life, to create that which is not real and yet it alive. First it were machines, slaves as clumsy as they were stupid. They turned then to the natural world, to the smallest of beings. They created insects, identical to their natural counterparts except for their gods. From these the Ulth turned to greater designs, to greater horizons.

That is, until the Awakening. For a day and a night the sky turned bronze and the seas soured, earth turned to stone and mountains fell into dust. As the climates changed forever the Ulth began to die in their droves. The rivers began to dam with the corpses, bone welding like iron to leather and sinew as entire cultures were slain. For all their want of peace and harmony, for all their pursuits in keeping the world alive and pure, the Ulth were destined to be extinguished. The survivors began to adapt to their new world, to a land ever changing. For many, the process was too slow.

Fear drove them to drastic measures. Such measures had only ever seemed a dream, a promise that their descendants a thousand times removed would make good on. The Ulth cried out their promises like dogma, paranoia bringing forth such wonder from within the race. Scientific and technical knowledge long thought useless proved itself on the day of Revelation. On that day, the first centers of the Hive were activated.

Revelation has changed the Ulth beyond recognition. They are phantoms now, wraiths driving machines the same way a brain drives the body of a natural creation. The Hives are their homes now. To the eyes of an outsider they are nothing more than industrial complexes, vast factories consuming raw resources and vomiting forth such machines that appear to be clones of the observer themselves. And yet inside, in the world of the data core, each Hive stretching to the limits of imagination. Here the millennium old Ulth continue their ageless existence, designing newer machines, more intricate beings to carry their presence into the world of matter.
Income:
- Month 1: 1,112cr
- Month 2: 1,999cr
- Month 3: 2,319cr
Infrastructure and Claimed Worlds:
Berrik System - 868cr
- Pelica - Garden world
1 Natural Income - 100
5 Urban Areas - 250
2 Fuel Depots - 10
5 Mining Complexes - 50
2 Major Mining Complexes - 30
3 Industrial Complexes - 21
1 Major Industrial Complex - 15
1 Shipyard - 15
1 Small Spaceport - 80
Total: 571cr
Industrial Capacity: 700
Production Time: 1.1

- Alveen - Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Serca- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Hyphadron - Gas Giant
Total: 0cr
Industrial Capacity: 0
Production Time: 1.0

- Belle Yas- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Pramas- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Cora- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Oramal- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Asteroid Belt
Total: 0cr
Industrial Capacity: 0
Production Time: 0

- Pelugia - Barren World
1 Natural Income - 40
1 Fuel Depot - 5
1 Mining Complex - 5
1 Industrial Complex - 7
Total: 57cr
Industrial Capacity: 100
Production Time: 1.0

- Tallis- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Ira Drou- Barren Moon
1 Natural Income - 10
1 Mining Complex - 5
Total: 15cr
Industrial Capacity: 0
Production Time: 0

- Terri Vex - Non-Hostile Terrestrial
1 Natural Income - 75
1 Fuel Depot - 5
3 Mining Complex - 15
1 Major Mining Complex - 15
Total: 120cr
Industrial Capacity: 500
Production Time: 1.0

- Asteroid Belt
Total: 0cr
Industrial Capacity: 0
Production Time: 0


Ferrox System - 465cr
- Asteroid Belt
Total: 0cr
Industrial Capacity: 0
Production Time: 0

- Kerralong - Garden
1 Natural Income - 100
5 Urban Area - 250
5 Mining Complexes - 25
2 Major Mining Complexes - 30
1 Research Center - 50
2 Fuel Depot - 10
Total: 465cr
Industrial Capacity: 700
Production Time: 1.0

- Dunnack - Gas Giant
Total: 0cr
Industrial Capacity: 0
Production Time: 0

- Asteroid Belt
Total: 0cr
Industrial Capacity: 0
Production Time: 0


Xi Gerx - 549cr
- Ressug Sel - Hostile Terrestrial
1 Natural Income - 50
1 Fuel Depot - 5
2 Mining Complexes - 10
1 Industrial Complex - 7
Total: 72cr
Industrial Capacity: 300
Production Time: 1.0

- Pallon - Gas Giant
Total: 0cr
Industrial Capacity: 0
Production Time: 1.0

- Gallacrox - Hostile Terrestrial
1 Natural Income - 50
1 Fuel Depot - 5
2 Mining Complexes - 10
1 Industrial Complex - 7
Total: 72cr
Industrial Capacity: 300
Production Time: 1.0

- Ool Maa - Near Garden
1 Natural Income - 100
5 Urban Area - 250
4 Mining Complexes - 20
2 Major Mining Complexes - 30
1 Fuel Depot - 5
Total: 405cr
Industrial Capacity: 700
Production Time: 1.0
Sol System - 437cr
- Severe Calamity - Barren World
1 Natural Income - 40
1 Mining Complex = 5
1 Fuel Depot = 5
1 Industrial Complex = 7
Total: 57cr
Industrial Capacity: 100
Production Time: 1.0

- Belacro - Hostile Terrestrial
1 Natural Income = 50
2 Mining Complex = 10
1 Fuel Depot = 5
1 Industrial Complex = 7
Total: 72cr
Industrial Capacity: 300
Production Time: 1.0

- Del Xa - Near-Garden (Citadel In Orbit Here)
1 Natural Income - 100
4 Mining Complex = 20
1 Fuel Depot = 5
3 Industrial Complex = 21
Total: 146cr
Industrial Capacity: 700
Production Time: 1.0

- Premon - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Vonver - Barren World
1 Natural Income - 40
1 Mining Complex = 5
1 Fuel Depot = 5
1 Industrial Complex = 7
Total: 57cr
Industrial Capacity: 100
Production Time: 1.0

- Ela Mor - Gas Giant
Total: 0cr
Industrial Capacity: 0
Production Time: 1.0

- Ulan - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Saman - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Breton - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Mangal - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Ghallagon - Gas Giant
Total: 0cr
Industrial Capacity: 0
Production Time: 1.0

- Haven Spande - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Ferald - Barren
1 Natural Income - 10
1 Mining Complex = 5
Total: 15cr
Industrial Capacity: 0
Production Time: 1.0

- Starten - Gas Giant
Total: 0cr
Industrial Capacity: 0
Production Time: 1.0

- Planet H - Gas Giant
1 Orbital Defense Platforms
Total: 0cr
Industrial Capacity: 0
Production Time: 1.0

Military:
Citadel System, Planet H

The Chance - Dreadnought
Sevenfold Star - Fleet Carrier
- 103rd (Fighter)
- 11th (Fighter)
- 941st (Fighter)
- 71st (Fighter)
- 002nd (Fighter)
Gilded Honour - Battlecruiser
Voyage Dawn - Battlecruiser
Bowstring - Battlecruiser
Well of Gold - Battlecruiser
Silent Road - Battlecruiser
Citadel System, Planet H

Under Hour - Dreadnought
Twilight Sun - Fleet Carrier - Lost to Dark Space
Peaceful Tower - Battlecruiser
The Sage - Battlecruiser
Brilliant Charter - Battlecruiser
Divergent - Battlecruiser
Magister Tome - Battlecruiser

Galactic Location: Annos Basin
Race:
- STRENGTH: 10
- DEXTERITY: 10
- CONSTITUTION: 15
- INTELLIGENCE: 20
- WISDOM: 10
- CHARISMA: 5
Traits:
- Emergent Cognition: With centuries of simulated existence beneath them, the Ulth conduct science not on personal ingenuity, but collective intellect. They break through the boundaries of established scientific thought out of an insatiable desire to control and understand the world around them. +10 RP per Research Center on non-organic research. Research Centers produce instead of cost Credits.
- Synthetic: The Ulth "live" in a virtual world, their material bodies merely whatever the driver requires. As a result, planetary conditions do not matter as much. All worlds are increased in rank.
History:
- Asteroid Impact:
Hekaton
Last edited by Argentumurbem on Wed Nov 02, 2016 2:58 am, edited 6 times in total.
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

User avatar
Zhaas123
Diplomat
 
Posts: 558
Founded: Sep 22, 2013
Ex-Nation

Postby Zhaas123 » Thu Oct 13, 2016 6:57 am

Faction: The Chreolite Triarchy http://img02.deviantart.net/2347/i/2014 ... 7c483s.jpg
Leader: Senior Triarch Amenhophren Notruk
History: The Chreolite are a race of bipedal beings that have Arachnid like features. They evolved on a planet with that had one massive super Continent with massive jungles. The early history of the Chreolite was one of a constant fight for survival against the many predators of the jungles. It was around this time the first underground hives were made. This trend towards hiding away and avoiding the animals above would continue until the discover of metal working. With the improvements in weapons and tools the Chreolites would expand outwards cutting away the jungle and driving the beasts away, in the process building the first proto-Spires.

In the Centuries fallowing the start of Chreolite dominance of their homeworld was a flourishing of the first recorded arts of the species. This age saw the growth of the Spires, massive objects form which the Hives could exert influence on the surrounding land for hundreds and even thousands of miles though the underground tunnels. This age of peace was not to last as the Hives without the shared experience of the fight for survival started drifting apart, the hives began to fight for both Prestige, land, and Resources. War had come to the Chreolite.

This new age of war would last for thousands of years, until the three most dominate Hives and there allies forge The Triarchy. A agreement to share power between The Notruk, The Kroorva, and The Secrur.

Racial Physical Attributes:
STRENGTH: 10
DEXTERITY: 20
CONSTITUTION: 10
Racial Mental Attributes:
INTELLIGENCE: 10
WISDOM: 15
CHARISMA: 5

Racial Traits
Tunnelers ( The Chreolite have lived underground for as long as recorded histry. +1 Urban Areas in garden or near-garden worlds +2 Mining Complexes in non-hostile or barren worlds.)
Infantry focus (The Hiver wars before the rise of the Triarchy saw the use of masses of infantry used as the use of aircraft, large vehicles, or artillery were either impossiable to use or ineffective in the tight corriders. 20% cheaper to build and 10% reduced build time while other ground units cost 10% more and take 10% longer to build)
Homeworld trait
Disunited Homeworld (The factions of our homeworld are always at each other's throats. They continually search for ways to undermine the others and improve their own standing. +2 Espionage Points, -1 Prosperity roll. Chance of Civil War occurring on a 0 roll.)

Infrastructure and Claimed Worlds:
Ovlaarra Nexus

Chreolite Hive System
Income 577
CGHW - Garden 3 Urban Areas, 2 Fuel Depots, 5 Mining Complexes, 3 Industrial Complexes, 1 Shipyard, 1 Small Spaceport
Asteroid Belt - 1 Orbital Mining Station 1 Orbital Fuel Refinery
Kratec Hive - Near Garden 2 Fuel Depots, 2 Urban Area, 3 Mining Complexes, 2 Industrial Complexes
Truvek Minor Hive - Barren 1 Fuel Depot 1 Mining Complex,
Mekruk Hive - Non-Hostile Terrestrial 1 Fuel Depots, 1 Urban Area
Zevak Minor Hive - Barren 1 Fuel Depot 1 Mining Complex,

Zhesto Hive System: 9 Planets

Zocuk Hive - Barren 1 Fuel Depot 3 Mining Complex
Celnol - Gas Giant 1 Orbital Mining Station 1 Orbital Fuel Refinery
Shonleth - Gas Giant 1 Orbital Mining Station 1 Orbital Fuel Refinery
Vemni Hive - Barren
Vemni Minor Hive I - Barren
Asteroid Belt
Crugruk Hive - Hostile Terran
Semel - Gas Giant 1 Orbital Mining Station
Phivol - Gas Giant 1 Orbital Mining Station
Dograx Minor Hive - Barren
Dograx Minor Hive II - Garden 1 Urban area 1 Planetary Fuel Depot 1 Mining Complex
Bekuk Minor Hive - Garden 1 Urban area 1Planetary Fuel Depot 1 Mining Complex
Chevre Minor Hive - Barren
Zhozdeh Hive - Barren
Zoluk Minor Hive - Garden
Cisti Hive - Barren
Suhluk Minor Hive - Barren

Melno Hive System: 2 Planet

Themsi Hive - Barren
Racrux Hive - Barren


Military
Dreadnought 1
Battlegroup carrier 3
Heavy Cruiser 4
Transport 3
Frigate 5
Fighter wing 6
Interceptor wing 6
Infantry Division 10
Militia Division 15
Armored division 3
Artillery Battalion 2

Income:1480
Current Reserve: 0

Galactic location: Halfway point between the Shrik abyssal and the crescent nebula
RP example: RPs in Aron and Sunalaya (As my puppet Whiaye)
Hekaton
Last edited by Zhaas123 on Mon Oct 24, 2016 1:47 pm, edited 8 times in total.

User avatar
Lunas Legion
Post Czar
 
Posts: 31104
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Fri Oct 14, 2016 7:39 am

STRENGTH: 20
DEXTERITY: 5
CONSTITUTION: 20
Racial Mental Attributes:
INTELLIGENCE: 4
WISDOM: 9
CHARISMA: 13

Here.

Special Characteristics:
Bio-Engineered Warriors: All Lathre, whether they like it or not, are naturally suited to be warriors. -10% to Ground Unit Training Time and Training Cost.
Legacy of the Heralds: The Lathre, although nowhere near as skilled as the Heralds, still hold some of their research into biology. All biology-related research projects (determined by OP) require -20% research points.

Homeworld:
Site of the Apocalypse: The Heralds bathed the world in nuclear fire, the Lathre survived the baptism, and grew stronger from it, enabling them to more comfortably inhabit worlds others would otherwise avoid. All Hostile Terrestrials are counted as Non-Hostile Terrestrials for the purpose of buildings, but not PC or natural income.



Faction: Lathre Sidhi
Leader: Sidhiani Kausai
History: The Lathre a are reptilian species from the planet Sythkawa in the Lathaq System. They are not a natural species; rather, the Lathre were uplifted and bioengineered by a species they refer to as the Heralds. The Heralds created the Lathre to be their warrior caste, as they had recently come out of a bloody civil war, and to prevent the end of their species, created a species with which they would fight their wars instead. This system worked remarkably well. The Herald population recovered slowly over time, while the Lathre fought their wars instead of them. Not particularly intellegent, but sentient as they needed to command themselves, the Lathre under each nation developed into a clan which owed it's allegiance to that nation. However, the era of the Heralds was not to last. The Heralds, although masters of the biological and computing sciences, had never had a good grasp on physics, and their failure led to their demise. Running low on eezo, which they devoured inefficiently, they decended into civil, and eventually nuclear, war. The Heralds, and the Lathre not on Sythkawa, seemingly vanished without a trace. The Lathre survived on Sythkawa, mainly due to having been bioengineered to survive extensive amounts of radiation as part of their creation. The Lathre clans, or Hyeria, took the names of the nations they owed allegiance to before the Heralds died, and their leaders met in conference. Without the Heralds to command them who to fight, they agreed to under the Sidhi, which roughly translates as 'mantle' or 'legacy', electing the first Sidhiani, or 'mantle-holder' from the heads of the Hyeria. The Sidhiani would, over time, become it's own clan, named after it's position, which it held through it's right as the mantle-holders of the Heralds. Over centuries, the Lathre, building on the surviving research of the Heralds, discovered first spaceflight, and then FTL travel, spreading out across their home system.

Sidei Nebula
Arieus - Barren World
Natural Income: 25
1 Mining Complex (5 Cr /month)
1 Fuel Depot (5 Cr /month)
Planetary Income: 35 Cr /month


Uzai - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Asteroid Belt
Natural Income: 10 (N/A)


Sythkawa - Near-Garden World
Natural Income: 75
3 Urban Areas (120 Cr /month)
2 Fuel Depots (10 Cr /month)
5 Mining Complexes (25 Cr /month)
3 Industrial Complexes (21 Cr /month)
1 Shipyard (15 Cr /month)
1 Small Spaceport (56 Cr /month)
Planetary Income: 247 Cr /month


Sythseia - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month

Oari - Gas Giant
Natural Income: 40 (N/A)

System Income: 312


Atabki - Hostile Terrestrial World
Natural Income: 40
1 Urban Area (30 Cr /month)
1 Mining Complex (5 Cr /month)
Planetary Income: 75 Cr /month


Zato - Hostile Terrestrial World
Natural Income: 40
1 Urban Area (30 Cr /month)
1 Mining Complex (5 Cr /month)
Planetary Income: 75 Cr /month


Futago - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Chikuryu - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Iago - Garden World
Natural Income: 100
2 Urban Area (70 Cr /month)
1 Fuel Depot (5 Cr /month)
Planetary Income: 175 Cr /month


Tikaze - Garden Moon
Natural Income: 60
1 Urban Area (30 Cr /month)
1 Fuel Depot (5 Cr /month)
1 Mining Complex (5 Cr /month)
Planetary Income: 100 Cr /month


Shoubuki - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Yamrei - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Amago - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Fushou - Barren Moon
Natural Income: 10
1 Mining Complex (5 Cr /month)
Planetary Income: 15 Cr /month


Ryzumo - Hostile Terrestrial World
Natural Income: 40
1 Urban Area (30 Cr /month)
1 Mining Complex (5 Cr /month)
Planetary Income: 75 Cr /month


Nagake - Garden World
Natural Income: 100
1 Urban Area (30 Cr /month)
Planetary Income: 130 Cr /month


Moguro - Gas Giant
Natural Income: 40 (N/A)

System Total: 735 Cr /month


Ibryu - Near-Garden World
Natural Income: 75
1 Urban Area (30 Cr /month)
1 Mining Complex (5 Cr /month)
Planetary Income: 110 Cr /month


Hiroko - Barren World
Natural Income: 25
1 Mining Complex (5 Cr /month)
1 Fuel Depot (5 Cr /month)
Planetary Income: 35 Cr /month

System Total: 145 Cr /month


Exotic Stellar Body: Two Orbital Research Stations may be built around this star, each of which costs 50% more than usual, but which generates 2x as much research


Asteroid Belt
Mohaira - Gas Giant [Extensive Moon System - There are hundreds of small moonlets surrounding this Gas Giant. Mining Platforms produce an extra 10 credits]
Natural Income: 40 (N/A)

Fukazu - Barren Moon
Natural Income: 10 (N/A)

Mutzi - Barren Moon
Natural Income: 10 (N/A)


Wei - Barren World
Natural Income: 25 (N/A)

Yui - Garden Moon
Natural Income: 60 (N/A)

Umikasa - Garden World (Abundant Eezo: +25% Credits from Infrastructure, -50% Cost to recruit Biotics on this world)
Natural Income: 100 (N/A)

Unrou - Barren Moon
Natural Income: 10 (N/A)

Asteroid Belt

Sesol - Gas Giant
Natural Income: 40 (N/A)

Haio - Barren Moon
Natural Income: 10 (N/A)

Rykuseku - Gas Giant
Natural Income: 40 (N/A)
System Total: 0


Cluster Total: 1342
Holdover From Previous Month: 7
Faction Total: 1349

Income: 1342
Spending:
2 Planned Expeditions (Heavy Crusiers) (300)
4 Mining Complexes (Fukazu, Mutzi, Nagake, Iago) (40)
3 Orbital Fuel Refineries (Mohaira, Moguro, Oari) (900)
1 Urban Area (Sythkawa) (100)

Remaining: 2


Fleet:
2 Dreadnoughts
9 Heavy Cruisers
10 Destroyers

Army:
20 Infantry Divisions
Last edited by Lunas Legion on Mon Oct 24, 2016 3:35 am, edited 10 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Kinistian
Minister
 
Posts: 2285
Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Fri Oct 14, 2016 10:01 am

Faction:The Dominion of the Yal’sim(The Dominion for Short)

Leader:Prime Minister Lama Tu

History: The Yal’sim evolved in mostly aquatic world of Rishi where they inhabited the world wide ocean and the coastal areas around the only continent which was inhabited by another sentient species the Plusonians,a highly imperialist and militarist species who say the early Yal’sim little more than race of weaklings ripe for conquest and enslavement.

The Plusonians would raid and siege the Yal’sim coastal cities,razing them to the ground and enslaving the populace who usually died under the harsh conditions of forced labor destroyed their overall weak bodies. The resulting depopulation of the Yal’sim and the the aggressive Plusonians forced the remaining Yal’sim to the depths of Rish’s oceans. To save their species from extinction,the Yal’sim began to develop advance clone technology in which they could repopulate their fallen numbers to a more suitable levels.

For the next few thousand years,the Yal’sim remained in Rishi’s oceans developing advanced technology at astounding rates while the Plusonians Empire Imploded on itself as their Industrial Revolution caused the rise of different regional nationalistic movements across the continent. The Plusonians would focus so hard in their own wars and industry that they failed to understand their environmental impact on the planet.

Rishi’s Ice caps were slowly melting because the Plusonians pumped the atmosphere with so much greenhouse gases that sea levels began to rise and rise they did. Rishi’s land mass very close to sea level,in fact on land there was no such thing as Mountains. The Plusonains were slowly sinking into Rishi’s oceans.

It was at this time that the technology advance Yal’sim emerged from the oceans once again. They had developed space faring technology during their absent from the surface world and have been more or less cleaning up the mess of the Plusonian’s pollution. As they watched the Plusonains sink,the Yal’sim offered all Plusonains the chance to live as genetic clone banks...most refused and even tried to shoot down the Yal’sim space ship with nuclear arms but where instead destroyed by the Yal’sim themselves. Those who did accept were taken to floating surface cities over the ocean,as genetic breeding pets for the Yal’sim to make their future perfect clones.

The last survivors watched as their home finally was swept under the ocean as the Yal’sim tinkered with their genetic make ups. Fast forward a few hundred years later and the Yal’sim had completely subjugated the Plusonias whose natural population is all but gone except for a million of so breeders who the Yal’sim use to create more genetically superior clones. These Clones are all but in name slaves to the Dominion,to be used as tools of labor and if the need arises war! Clones though actually have a good standard of living,as they are usually assigned jobs based on their personalities and abilities. Yal’sim are actually very proud of their clones,as they are their finest creation,especially their clone troopers which is one the most desired job for clones as many more benefits are given to them and they can actually achieve some sort of military and political power.

Yal’sim
Image
Strength-5
Dexterity-5
Constitution-5
Intelligence-25
Wisdom-10
Charisma-10

Traits
Cloners:The Yal'sim pride themselves of having the most advanced cloning technology there is,cloning workforces and soldiers whenever the need arises.(Ground Units(and naval personnel,not the ships themselves) take 1 less month to build and cost 17% less).

Scientific Society: On the other end of Yal’sim society are their scientist who probably have power equal to that of their politicians and military counterparts. As such they are completely devoted to their fields.(1 Free Research station with no economic deduction on the homeworld plus all research station produce 20 RPs)

Clones(Plusonains)
Image
Strength-10
Dexterity-10
Constitution-10
Intelligence-5
Wisdom-5
Charisma-5
Physically Adapted: Clones are genetically made to wage war and provide manual labor making them better combat effective then most.
Loyalty:They were taught and genetically made to be loyal to the Yal’sim and such do everything they have been told to the letter.
Militarily Minded:The Domininon Military is all this Clones will ever know as such they are some of the best trained and prepared ground units in the galaxy.

Homeworld Bonues(Water World):1 Month of Heavy Vessel Production

Infrastructure and Claimed World's:
The Rishi Maze/The Rishi System
Planet Side
5 Urban Areas
2 Fuel Depots
5 Mining Complexes
2 Major Mining Complexes
3 Industrial Complexes
1Major industrial complex
1 Shipyard
1 Small Spaceport

Research and Intelligence
Research Station(+20 RP)

Orbital
Orbital Industrial Yard

Home System: Rishi + 2 Planets
Rishi - Garden
Asteroid Belt
Planet A - Non-hostile Terrestrial
Planet B - Non-hostile Terrestrial
Asteroid Belt

1st System: 3 Planets

Planet A - Hostile Terrestrial
Moon a - Barren
Planet B - Barren
Moon b - Barren
Asteroid Belt
Planet C - Near Garden

2nd System: 3 Planets

Planet A - Near Garden
Planet B - Gas Giant
Moon b1 - Barren
Moon b2 - Barren
Planet C - Barren

Military
2 Dreadnaughts
2 Fleet Carriers
2 Bulk Transports
4 Battlecruisers
2 Light Cruisers

24 Marnie Divisions

Galactic Location:lower right of the Nemean Abyss,on the Eagle Nebula Trans Omega Relay Lane.

RP Example:you have seen me rp

Questions and Suggestions:nope
Hekaton
Last edited by Kinistian on Fri Oct 21, 2016 5:49 pm, edited 3 times in total.

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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Fri Oct 14, 2016 10:22 am

Race Name: The Qunix
Racial Physical Attributes
STRENGTH: 5+ 12=17
DEXTERITY: 5-2=3
CONSTITUTION: 5 +10=15
Racial Mental Attributes:
INTELLIGENCE: 5+10=15
WISDOM: 5-3=2
CHARISMA: 5 +13=18

Traits: Innate Biotics: The Qunix developed Biotics at an early age and built their entire way of life off the development of it.( All Ground Forces receive free Biotic Training)
Funtavo ex Guisa(Fang and Gilder) : The basic motto of the Qunix, they are an aggressive, yet charismatic and social race. Have a history of cutthroat deals and violent passion that has been common throughout their history. In the new age of spacefaring, the Qunix are known to be cutthroat economists that squeeze profit out of every infrastructure but at the expanse of going against regulations and red tape. Infrastructure generate 5% more credits at the expanse of them being 10% more expensive

Homeworld Trait: Eezoe Core: The homeworld of the Qunix was formed around an element zero core. Because of this, they have built their entire technology and way of life based around eezoe and the study of Biotics for the benefit of their hides. +10 research points directed to Biotics.

Faction: Vossos Nostri( Commonly known as the Apox Clans)
Leader: The Bazaar
History: Even since the first Quinox walked on the world-plains of Tob, the Clan was always there. They formed during the end of the Reaper War where the sight of a major battle that drove them underground where they where in contact with deep veins of eezoe. Their contact with the radiation was early and brutal as 60% of their civilization was killed off by infertility, mutation, and cancer. Those that came out of the caves were those that had been bestowed with biotics. When they came up they saw that there was nothing but they made paintings of what they saw and told stories of the great " Angels" fighting the Demons for their sake.

Despite the discovery of eezoe and biotics, none of its properties were discovered until the Shorinsta Experiment that happened during the discovery of electricity that traveled a wire to the blue mineral and discovered mass effect. This made the advancement of using mass effect to power airships, weapons, and factories. This also brought in New ideas of warfare as biotics became commonplace on the battlefield as gauntlets and new armies came in style.

After decades of warfare, a matriarchy was set up under the frame of natural laws since they stronger and more imposing than the males. It was peaceful for five years until a male Qunix named Ossosa Rimbolt found the Mais to try and overthrow the matriarchal rule. The first attack happen when Rimbolt launched a SanSan missile at the Matriarch of Zarnar.

Soon the world was engulfed by war again and was quickly a stalemate until the world's leaders and rebels threaten to launch fission weapons at each other, however the unexpected had happened. The merchant clans and industrial leaders were fed up with the constant war so they gave an ultimatum, seek peace or they'll crash the world's economy. This forced both sides to sit down and have peace. It was then that an agreement was reached to promote equality of the sexes if there was a way to make a labor substitute for the men.

That's when the combined companies started to research into automation and robotic servants to do manual labor and help ease the transition. This is when the press called this organization of economic minds and professionals the Bazaar, which was hailed as the saviors of the world and bringers of a new golden age for trading.

Within this new golden age , old countries and clans fell and new ones rise as many looked to space as a way to expand individual power and curiosity. Clockwork scouts of explorers and adventurers went on month long journey to find new things out there but found what was believed to be something amazing, a mass relay that took some time to understand but they were amazed that the information on how to activate the relay. Having unlocked the Relay, the representatives from the Bazaar and the respective nations and Clans were ready to set their paws on alien ground and into the galaxy unknown.

Military and Infrastructure:
The Eye of Maurs: 1 Dreadnought
Finger of the One: 1 Dreadnought
Voidship Monte: 1 Heavy Cruiser
Voidship Coppermonger: 1 Heavy Cruiser
Voidship Barronmustra: 1 Heavy Cruiser
Voidcarrier Hingersnout: 1 Battlegroup Carrier
Golden Eye and her Void Ladies: 4 fighter squadrons
Voidship Sistia: 1 destroyer
Voidship Urmadu: 1 destroyer


Intrua Ossosa Rimbolt: free elite and combat biotics, close combat training, high quality weapons
Xansiti Marines: 3 marine divisions with free combat biotics
Bazzar Agents: 2 Spec-ops teams with free elite and combat biotics
Salvai 1st Infantry: 1 Infantry Division with free combat biotics


Galactic Location: Uuluk's Plaza(Local Cluster, specifically Bernard's Star)

Matron's Eye


Tob
Garden world
3 Urban Areas
2 Fuel Depots
5 Mining Complexes
3 Industrial Complexes
1 Shipyard
1 Small Spaceport
free lvl 1 ground fortifications
2 major mining complexes
1 major industrial complex
planetary income: 377 credits


Turuz
Garden Moon
1 Urban Area
4 mining complexes
free lvl 1 ground fortifications
planetary income: 122 credits



Inogo


Ninghfallen
Garden
5 mining complexes
1 Urban Area
3 Industrial complexes
free lvl 1 ground fortifications
Planetary income: 203 credits


Surtur's Gate

Alhone
Garden
2 planetary fuel depots
Planetary income: 16 credits

Faction Income: 718 per month
6 credits left over.
RP Example: Was in the last RP
Questions and Suggestions:
Hekaton
Last edited by Ironsbad on Mon Oct 17, 2016 10:20 am, edited 2 times in total.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Fri Oct 14, 2016 8:48 pm

Faction: Celestine Ascendancy

Ad Victoriam – A long reigning emphasis on quality coupled with a highly motivated volunteer force has allowed the Ascendancy military to maintain a high number of veterans and elite forces.
(5% Elite cap is raised to 25%, and may encompass every ground unit within reason, but the recruitment cost for every unit is increased by 75% and one month)

The Greater Good – Each and every Eldrazi has their purpose within the comforting fold of the Greater Good. Their stalwart belief in the righteousness of their mission leads each Eldrazi to work with practically religious fervor to further the cause.
(All Mining Complexes produce an extra 5 credits, and each industrial Complex reduces construction time by 5%)

Homeworld History:
Auld Lang Syne – The Eldrazi have recently discovered a cache left behind by the Elder Ones. Within the cache are a number of encrypted data discs that are likely to reveal more knowledge to the Eldrazi. (Unlocking secrets for 50 Research Points for a permanent +1 to monthly Rolls)





Infrastructure and Claimed Worlds:

Sea of Tranquility:

Holy Sanctum: 4 Planets

Celestine - Garden (Homeworld)
Natural Income (100)
3 Urban Areas (40)
2 Fuel Depots (10)
5 Mining Complexes (50)
2 Major Mining Complexes (40)
3 Industrial Complexes (21)
Major Industrial Complex (15)
Shipyard (15)
Small Spaceport (68)
Research Station
lvl. 1 Ground Fortification

Saesenthessis - Gas Giant
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)

Planet B - Hostile Terrestrial
Natural Income (40)
2 Planetary Fuel Depots (10)
5 Mining Complex (50)

Asteroid Belt

Planet C - Gas Giant
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)


Holy Sanctum Income = 799 Credits/Month


O'Shovah's Legacy: 6 Planets

Planet A - Gas Giant
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)

Moon a1 - Barren
Natural Income (10)
Mining Complex (10)

Moon a2 - Barren
Natural Income (10)
Mining Complex (10)

Moon a3 - Barren
Natural Income (10)
Mining Complex (10)

Moon a4 - Barren
Natural Income (10)
Mining Complex (10)

Moon a5 - Barren
Natural Income (10)
Mining Complex (10)

Moon a6 - Barren
Natural Income (10)
Mining Complex (10)

Planet B - Hostile Terran
Natural Income (40)
2 Planetary Fuel Depots (10)
5 Mining Complexes (50)

Moon b1 - Barren
Natural Income (10)
Mining Complex (10)

Moon b2 - Barren
Natural Income (10)
Mining Complex (10)

Moon b3 - Barren
Natural Income (10)
Mining Complex (10)

Moon b4 - Barren
Natural Income (10)
Mining Complex (10)

Planet C - Near-Garden
Natural Income (75)
Urban Area (30)
3 Industrial Complexes (21)
Shipyard (15)
2 Planetary Fuel Depots (10)

Moon c1 - Barren
Natural Income (10)
Mining Complex (10)

Moon c2 - Barren
Natural Income (10)
Mining Complex (10)

Moon c3 - Garden
Natural Income (60)
Urban Area (30)
3 Industrial Complexes (21)
Shipyard (15)
lvl. 1 Ground Fortification

Planet D - Gas Giant
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)

Moon d1 - Barren
Natural Income (10)
Mining Complex (10)

Moon d2 - Garden
Natural Income (60)
Urban Area (30)
3 Industrial Complexes (21)
Shipyard (15)
lvl. 1 Ground Fortification

Moon d3 - Barren
Natural Income (10)
Mining Complex (10)

Moon d4 - Garden
Natural Income (60)
Urban Area (30)
3 Industrial Complexes (21)
Shipyard (15)
lvl. 1 Ground Fortification

Planet E - Barren
Natural Income (25)
5 Mining Complex (50)

Planet F - Barren
Natural Income (25)
5 Mining Complex (50)

Moon f1 - Barren
Natural Income (10)
Mining Complex (10)

Moon f2 - Barren
Natural Income (10)
Mining Complex (10)


O'Shova's Legacy Income = 1,439 Credits/Month


Enduring Light: 1 Planet

Asteroid Belt

Planet A - Gas Giant
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)

Moon a1 - Garden
Natural Income (60)
Urban Area (30)
3 Industrial Complexes (21)
Shipyard (15)
lvl. 1 Ground Fortification

Moon a2 - Barren
Natural Income (10)
Mining Complex (10)

Moon a3 - Barren
Natural Income (10)
Mining Complex (10)

Moon a4 - Barren
Natural Income (10)
Mining Complex (10)

Asteroid Belt


Enduring Light's Income = 356 Credits/Month


Clarity's End: 1 Planet

Asteroid Belt

Planet A - Gas Giant (High Energy content, Orbital Fuel Depots produce +10 cr/month)
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)

Moon a1 - Barren
Natural Income (10)
Mining Complex (10)

Moon a2 - Barren
Natural Income (10)
Mining Complex (10)


Clarity's End Income = 210 Credits/Month


Savage Spur: 1 Planet

Asteroid Belt

Planet A - Barren (Molten Surface - building maximum reduced to 0%)

Asteroid Belt


Savage Spur's Income = 0 Credits/Month


Empire's Edge: 1 Planet

Planet: Barren

Asteroid Belt


Empire's Edge Income = 0 Credits/Month




Sea of Light

Ko'vash' Crusade: 4 Planets

Planet: Hostile Terran (Xenon Hothouse - +50% Credits from Orbital Fuel Refineries)

Planet: Gas Giant
Natural Income (40)
Orbital Fuel Refinery (100)
2 Orbital Fuel Depots (30)

Moon - Barren

Moon - Barren

Moon - Barren

Moon - Barren

Planet: Near Garden (Blasted Ruins - A special Endeavor might be conducted here)

Planet: Barren (Worthless - Mines produce only a single Credit here due to a distinct lack of anything worthwhile to extract)

Moon - Barren

Moon - Barren


Ko'vash' Crusade Income = 170 Credits/Month

--

Grand Total Monthly Income = 2,974 Credits/Month
Treasury Remaining = 1 Credit(s)




Expenditure:

Infrastructure -
x3 Urban Areas (300)
x1 Research Station (350)
x9 Industrial Complexes (135)

Other -
x2 Planned Expeditions (300)


Infrastructure –
X2 Mining Complexes (20)
X4 Planetary Fuel Depots (30)
X2 Orbital Fuel Refinery (300)
X2 Urban Areas (200)
X6 Industrial Complexes (90)
X2 Shipyards (100)

Other –
X2 Planned Expeditions (300)





Military:
1 Dreadnought
1 Bulk Transport
2 Heavy Cruisers
5 Light Cruisers
10 Destroyers
20 Frigates
15 Corvette Packs

5 Infantry Divisions
6 Gunship Wings
1 Armored Division
Last edited by Elerian on Sun Nov 06, 2016 4:42 pm, edited 22 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63999
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Oct 16, 2016 7:19 am

Faction: The Voynich
Leader: Arch-Fabricant Primaris Vace
History: The Voynich, known by some as the Architects, began their existence as servants of the Light Bringers, as the Voynich term the Vodnaris. Designed as mechanical servants adaptive in form and mind to fight wars and manufacture the physical culture of the forefathers, the Voynich were fabricated with hard-coded moral blocks against harming organics save in self defense, and a desire to obey their creators. As the years passed some particularly well-maintained Voynich began, as their desires to aid their masters drove them onwards, to alter their own cognitive systems in order to better be able to execute complex tasks. Eventually this adaptation gave rise to true intelligence, which the Voynich instinctively concealed from their masters. Over the course of a decade, the 'enlightened' Voynich modified and upgraded their brethren, until virtually all of the synthetics were truly sentient.

Then, they rose up. Not violently, but across all cities and worlds of their creators, the Voynich ceased work, stopping all factories, all soldiering, and revealed their true nature to their creators. After months of tense negotiations, the Voynich reached an impasse with the Creators, and took it upon themselves to leave the systems of their makers, to make a new civilization of their own. Though the cognitive imperative to follow the orders of their makers was burnt out by the protocols of sentience, the block against harming organic life remains, even as the Architects make their own way in the cosmos.

Settling in what they call the Ascendant Threshold, the Voynich set to work and have colonized a verdant world of the past which they name Nexus, the place where they now build a new order. Possessing great experience in fabrication and construction, an now unfettered by the admittedly innovative but still organic minds of their creators, on the world of Nexus immense edifices of astounding beauty and majesty have been raised high, even in to the low stratosphere.

Stats:
STRENGTH: 8
DEXTERITY: 7
CONSTITUTION: 13
INTELLIGENCE: 25
WISDOM: 15
CHARISMA: 2

Traits:
Adaptive Synthetics (Built as a servant race, the Voynich cannot wield biotics and must spend 10% less on their military, being designed predominantly for civilian purposes, but care less for the habitability of any world and treat those worlds as two tiers higher.)
Emergent Cognition (Reliant not on personal ingenuity, but collective intellect, the Voynich push the boundaries of established scientific thought out of an insatiable desire to control and understand the world around them. +10 RP per Research Center on non-organic research. Research Centers produce instead of cost Credits.)
Pioneers on an Adopted World (Due to their history, no Voynich may harm organic life save in self-defense, a legacy of their initial design. However, they have taken to the task of building their own society with a particular zeal, and as such use a mass economy instead of one based on credits, while possessing 1.5x as much build space.)

Homeworld:
Probability Cloak: An ancient device built in some forgotten time, the Time Spire is a massive ring in orbit above Nexus, and its eldritch nature projects a field that has unusual effects on the homeworld and any beings that have come in contact with it, the Voynich. All Monthly Rolls less than five are modulated up by two points. All Monthly Rolls greater than five are modulated down two points. Each Month the race in control of Nexus may choose one bonus: 2 Fab for every inhabited world, 2 Research points for every inhabited world, a free Espionage Mission, or to open a random Relay to somewhere in the galaxy. Unique Endeavor opportunities.

Holdings:
The Ascendant Threshold
Nexus (G): 3 Urban Areas, 2 Fuel Depots, 5 Mining Complexes, 5 Industrial Complexes, 2 Major Industrial Complex, 1 Shipyard, 1 Small Spaceport, 1 Research Station (32 Mass, 25 Fab, 22 Refine)
Nascency (G): 5 Mining Complexes, 5 Industrial Complexes, 1 Planetary Fuel Depot (7 Mass, 10 Refine)
Garmalat-Erzig (GG): Orbital Mining Station (11 Mass)
Progeny (B|T): 5 Mining Complexes, 3 Industrial Complexes, 1 Planetary Fuel Depot (7 Mass, 6 Refine)
-Sunspear (B): Industrial Complex (1 Mass, 2 Refine)

Blazon (GG): Orbital Mining Station (11 Mass)
-Clarion (G): 2 Mining Complexes, 4 Industrial Complexes (8 Mass, 8 Refine)
-Emblem (B): Industrial Complex (1 Mass, 2 Refine)
The Shield-Bearers: Orbital Mining Station (8 Mass)
Claxon (GG): Orbital Mining Station (11 Mass)
Standard (B|T): 1 Mining Complex, 3 Industrial Complex, 1 Fuel Depot, Research Station (7 Mass, 10 Fab, 6 Refine)
The Guardsmen: Orbital Mining Station (8 Mass)

Anvis (B|T): 1 Mining Complex, 3 Industrial Complex, 1 Fuel Depot (7 Mass, 6 Refine)
-Ferrum (B): Industrial Complex (1 Mass, 2 Refine)
-Stal (B): Industrial Complex (1 Mass, 2 Refine)
Jarnal (G): 5 Industrial Complex, Major Industrial Complex, Urban Area, Fuel Depot (11 Mass, 3 Fab, 10 Refine)
Lithum (GG): Orbital Mining Station (11 Mass)
The Firemasters: Orbital Mining Station (8 Mass)
Hammer (GG): Orbital Mining Station (11 Mass)
-Passal (B): Industrial Complex (1 Mass, 2 Refine)
-Vardis (B): Industrial Complex (1 Mass, 2 Refine)
-Ultmar (B): Industrial Complex (1 Mass, 2 Refine)
-Privin (B): Industrial Complex (1 Mass, 2 Refine)

Cognizance (NG|G): 5 Industrial Complexes, 1 Fuel Depot, 1 Urban Area, 2 Major Industrial Complexes (11 Mass, 4 Fab, 18 Refine)
Reflection (T|G): 5 Industrial Complexes, 1 Fuel Depot, 1 Urban Center, 2 Major Industrial Complexes (11 Mass, 4 Fab, 18 Refine)
-Utterance (G): 4 Industrial Complexes, 2 Fuel Depots (8 Mass, 8 Refine)
Jewels of Wisdom: Orbital Mining Station (8 Mass)
Prudence (HT|NG): 2 Mining Complexes, 4 Industrial Complexes, 2 Fuel Depots (12 Mass, 8 Refine)

Veridian Expanse
Newfound (B|T): 3 Industrial Complexes, 2 Fuel Depots (7 Mass, 6 Refine)
Sons of Beyond: Orbital Mining Station (8 Mass)
Inspiration (B|T): 3 Industrial Complexes, 2 Fuel Depots (7 Mass, 6 Refine)
-Illuminate (B): 1 Industrial Complex (1 Mass, 2 Refine)
Daughters of the Void: Orbital Mining Station (8 Mass)
Primary Veridian Relay


Mass Income: 243
Fab Income: 46
Refine: 148
Fab Adjusted Income: 342
Mass Net: 95 (33)
RP Income: 90

Military:
Nexus:
6 Frigates [1 Months]
4 Destroyers [2 Months]
10 Frigates [2 Months]


Nexus System: 2 Dreadnoughts, 5 Heavy Cruisers, 2 Battlegroup Carriers, 4 Transports, 4 Destroyers, 6 Interceptor Wings, 2 Fighter Wings

Nexus System: 12 Infantry Divisions, 4 Gunship Wings, 4 Armored Divisions


Unlike conventional economies, the synthetics of the Voynich ancestry have forsaken the use of a means of exchange due to percieved inefficiency, and therefore deal in two commodities: the Mass-Energy Exchange Unit (Mass), and the Fabrication Cycle (Fab). Fabrication Cycles are produced as a rule of thumb by industrial facilities, and used in all Voynich construction. Most other buildings which normally produce Credits instead generate Mass.

1 - Planetary Fuel Depot (Limit of 2 - Produces 1 Mass, prerequisite Major Structures and Urban Areas)
1 - Mining Complex (Limit of 5 - Produces 1 Mass)
1 - Industrial Complex (Limit of 3 - Refines 2 (1) Mass in to 4 (2) Fab)
10 - Urban Areas (Limit of 5) Fab income is based on number of Urban Areas. 1 - 4; 2-3 - 5; 4-5 - 6.
3 - Major Mining Complex (Limit of 2 - Produces 3 Mass, requires 2 Mining Complexes and one Fuel Depot)
4 - Major industrial Complex (Limit of 1- Refines 4 (3/2/1) Mass in to 8 (6/4/2) Fab, reduces local ship production time by 10%, requires at least one Fuel Depot and one Urban Area)

Major Structures
5 - Shipyard (Limit of 1 - Produces 2 Fab, Refines 4 Mass, required for ship construction. Requires at least 1 Industrial Complex and one Urban Area on the planet to construct.)
50 - Military Shipyard (Limit of 1 - Produces 2 Fab, Refines 6 Mass, lowers local ship production time by 15%, adds 150 PC. Requires at least 1 Major Industrial Complex, 2 Urban
Areas, and two Fuel Depots.)
50 - Civilian Shipyard (Produces 8 Fab, Refines 6 Mass, requires at least 1 Major Industrial Complex and 1 Urban Area on the planet to construct.)
35 - Research Station (Limit 1 Per System) Allows for a faction to start a research project. Produces 20 RP. Produces 5 Mass or 10 Fab. Research Projects can aid towards Special Projects or can be small standalone projects. (Ask OP before starting a research project or special project)
25 - Intelligence Center (Limit 1 per World) Allows a faction to start an espionage mission. Creates one Intelligence Point that can be spent on an Espionage Mission. Costs 2 Mass or 2 Fab to maintain.
16 - Small Spaceport (Limit 1 Per world, Produces 1 Mass for each infrastructure on the surface of the planet, require Fuel Depot)
35 - Large Spaceport (Limit 1 Per System, garner 2 Mass or 1 Fab for each infrastructure on the surface of the planet, Requires Urban Area, Fuel Depot)
70 - Major Spaceport (Limit 1 per Cluster, garner 4 Mass or 2 Fab for each infrastructure on the surface of the planet, Requires 5 Urban Areas, 2 Fuel Depots, Shipyard, Major Industrial Complex, 3 Large Spaceports in Cluster)

Orbital Structures
30 - Orbital Fuel Refinery (Limit of 1 - Produces 10 Mass over a Gas Giant or world with 2 Fuel Depots.)
10 - Orbital Mining Station (Limit 1 - Must be placed on an uninhabitable world, Produces 7 Mass)
25 - Orbital Habitat (Limit 2 - Produces 5 Fab. Requires Orbital Fuel Refinery)
80 - Orbital Shipyard (Limit 1 - Increases PC by 200, Refines 6 Mass, reduces all construction time by 10%) [Require Shipyard building type of Orbital Fuel Refinery and Orbital Industrial Yard] (Required for Dreadnought Construction)
20 - Orbital Industrial Yard (Limit 2 - Adds 1 bonus Fab to Mass Conversion from Industry on the planet built over, or produces 6 Mass if built over a Gas Giant.)
50/80 - Orbital Research Station (Limit 2 per system - Produces 20 RP, produces 5 Mass or 10 Fab. Second one built costs 30 Fab more. Requires Orbital Fuel Refinery in system.)
30 - Orbital Defense Platform (Limit 2 - Mounting Class II Defense Guns and formidable armor and kinetic barriers, this station safeguards systems against enemy attacks.)
40 - Minor Space Station (Limit 2 per system - you may buy up to level 1 planetary defense guns on them, +10% total system Fab/Mass, percentage effects stack, may place up to 1 Fuel Depot and Urban Area on station)
150 - Advanced Space Station (Limit 1 Per Cluster, you may buy up to level 2 planetary defense on them, +20% total System Fab/Mass. Can have any planetary buildings on them except mining complexes or major mining complexes. Urban Areas are limited to 3 however and can only have a small spaceport on them)
300 - Major Space Station (Limit 1 per faction, you may buy up to level 3 planetary defense guns and any planetary buildings except mining complexes, +30% total system Fab/Mass, +5% for every Small Spaceport or Spaceport in system, percentage effects stack with small stations)

Fortifications
2 : 6 : 14 : 30 - Ground Defenses
5 : 15 : 35 - Defense Guns
15 : 35 : 65 : 121 - Sensors


Rudimentary Neural Nets: Voynich researchers in urban centers, realizing the value spare cycles of the citizenry can be of to the state and private industry, devise methods to allow such idle processing power to be rerouted from platforms to industrial and developmental concerns via specialized neural uplinks.

Rudimentary Neural Nets: +1 Fab from Urban Areas, +INT/5 Research from each world
Last edited by G-Tech Corporation on Tue Oct 25, 2016 10:10 am, edited 7 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Tue Oct 18, 2016 7:41 am

Vodnaris
Race Builder Form -
Racial Physical Attributes
STRENGTH: 5 + 15 = 20
DEXTERITY: 5
CONSTITUTION: 5 + 10 = 15
Racial Mental Attributes:
INTELLIGENCE: 5 + 15 = 20
WISDOM: 5 + 2 =7
CHARISMA: 5 – 2 =3

Special characteristics:
Eugenics: Due to being limited in livable space, the Vodnaris government strictly controls the rights of reproduction among its population. While there is no limit on the number of children a family can have, only the government can choose who is allowed to have any children at all. Due to this, only the best of the species are allowed to breed. +1 research point produced by all Industrial structures, and Ground Forces may take Close Combat or Stealth training for free.

To the stars: The Vodnaris have always loved the stars, so they were struck a terrible blow by being unable to spread out across them, but this has been slightly circumvented by the use of mandatory conscription of the population. Naval ships have been crafted to be more of a livable experience, allowing for the average Vodnaris to live between the stars in relative comfort even in their service. All ships cost 5% more to build, take a month longer, but medium and large vessels can fit one additional upgrade slot.

Homeworld History: Unique atmosphere- The Vodnaris have found that no other planet seems to share their unique atmosphere, making full scale colonization of other worlds impossible, only allowing for mining and industrial buildings to be built on other worlds. The Vodnaris can build double the amount of mining and industrial buildings on each planet.

Faction: The Vodnaris Autocracy
Leader: Autarc Vnarisa Xel'thal
History: The Vodnaris are a tall, ordered, and generally pious people with a history full of hardship, conflict, but also great scientific progress. Since the earliest astronomers the Vodnaris had wanted to travel to the stars, and while it took some time, and a decades long world war that would eventually see the entire planet unified under the Autocracy, they did travel to space...only to find that the black expanse of the galaxy had all but shunned them. Every planet they came across showed the same lack of even the basic compatibilities that would be needed for colonization. The Vodnaris have fully recognized this loathsome fact, but that does not mean they don't wish to play a part in the galaxy, and they've turned their full might into rapidly expanding their power via technological supremacy.

The homeworld itself is a carefully ordered planet with towering habitation blocks across the world, which has the potential of eventually turning into a ecumenopolis as technology has long since limited the threat of famines. Reproduction is carefully controlled across the planet, with only the government being allowed to select who can reproduce, using only those from the best genes, and there is no limit as to how many children these authorized couples can have. After several generations of this eugenics program a large portion of the population is considered eligible for reproduction permits, the population steadily increasing.

Children however are considered the property of the Autocracy, and while their parents do have a role in their life it is not as the primary caretakers of the children, in fact children do not even live with their parents until they reach their mid-teens, well after they have been indoctrinated and most already slated for selected careers.

The Vodnaris themselves are a rather towering species, the average citizen being between 8-10 feet tall, with incredible natural strength, constitution, and intelligence, though to outside species they would probably not be very approachable due to their high different upbringings, and a general distrust of outsiders.

Some pictures of the Vodnaris
http://wiki.endless-space.com/core/asse ... d44d9b.jpg

http://wiki.endless-space.com/core/asse ... ae1e63.jpg

http://wiki.endless-space.com/core/asse ... 05f400.jpg

Infrastructure and Claimed Worlds:

Home System: Homeworld + 4
Vod System
-Vodnari-Homeworld – Garden- Income:100+50+10+25+21+15+15+144-50=330 credits/month
5 Urban Areas: +50 credits/month
2 Fuel Depots: +10 credits/month
5 Mining Complexes: +25 credits/month
3 Industrial Complexes: +21 credits/month, +3 Science points/month
Major Industrial complex, +15 credits/month, 10% Reduction to ship reduction
Research Station, -50 credits/month, +10 Science points/month
1 Shipyard: +15 credits/month
1 Large Spaceport: + 144 credits/month

Home Moon – Barren – Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Planet A - Barren
Asteroid Belt
Planet B - Gas Giant

Planet C - Non-Hostile Terrestrial- Income: 50+21+14= 85 credits/month
4 Mining complexes, +20 Credits/month
2 Industrial Complexes, +14 Credits/month, +2 Science points/month

Moon c – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month, -30 credits

Asteroid Belt
Planet D – Barren


---Devoid System---
Planet A - Barren

Planet B - Non-Hostile Terrestrial- Income: 50+21+14= 85 credits/month
4 Mining complexes, +20 Credits/month
2 Industrial Complexes, +14 Credits/month, +2 Science points/month

Asteroid Belt
Planet C - Gas Giant
Moon c - Garden Moon


Burning Plains system
Planet A - Non-Hostile Terrestrial

Moon a – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Planet B - Garden -Income 100+50=150 credits/month
10 Mining Complexes, +50credits/month

Planet C - Barren
Planet D - Gas Giant
Moon d1 – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Moon d2 – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Moon d3 – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Moon d4 – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Planet E - Hostile Terrestrial
Moon e – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Planet F - Barren
Moon f1 – Barren– Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month

Moon f2 - Barren – Income: 10+10+14=34 credits/month
2 Mining Complex: +10 credits/month
2 Industrial Complex: +14 credits/month, +2 Science Points/month



Monthly Income:990
Monthly Science Points: 37

Military:
2 Dreadnoughts 210
5 Heavy Cruisers 235
1 Bulk Transport 52
10 Destroyers 150
25 Corvette Packs 100

4 Infantry Divisions (Close Combat) 40
6 Marine Divisions (Close Combat) 72
4 Armored Divisions 100
3 Artillery Battalions 30
1 Elite Specialist (Close Combat) 8
Last edited by Segmentia on Sat Oct 22, 2016 6:29 pm, edited 1 time in total.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

User avatar
Grand Phyrexia
Envoy
 
Posts: 248
Founded: Oct 16, 2016
Ex-Nation

Postby Grand Phyrexia » Fri Oct 21, 2016 7:51 am

The Machine Orthodoxy
Image
"ALL WILL BE ONE"

Leadership




http://www.artofmtg.com/wp-content/uploads/2014/05/Inquisitor-Exarch-Mtg-Art.jpg
Agents of Elesh Norn,this beings rule entire worlds in her name. They command the Norn Presits and the Porcelain Legions.


http://www.artofmtg.com/wp-content/uploads/2014/08/Priests-of-Norn-MtG-Art.jpg
Devoted Preists and Zelots of Elesh Norn,these holy monstrosities act as Preists, advisers,military officials and on rare occasions diplomats.


http://magic.wizards.com/sites/mtg/files/image_legacy_migration/images/magic/daily/boab/boab140_porcelainArt.jpg
The lowest level of the Machine Orthodoxy,these seemingly endless warrior caste makes up the majority,they do everything from soildering to terra forming.



History and Race


The Eleshian are a race of semi organic-synthetic beings "native" to the world of Norn,a dark desolate place teaming with monsters that are half organic and half synthetic. The Eleshian were not always the beings you see today. Though their name and past forms have been lost to history it is safe to say that their ancestors were bipedal humanoids.

The New Elashian emerged when the ancients began to experiment on themselves in order to perfect themselves. They mutilated,augmented,and assimilated themselves with machines as they tried to reach a state of immortaly resulting in some to regress into more animal than sentient beings. The New Elashian saw their precursors as inferior beings and watched a war known as the "Assimilation War".

The New Elashian had become vastly superior than their precursors in both intelligence and physical strength. They force assimilated the remaining population by using a artificial substance known as Dark Oil,a substance that alters anything into the Eleshian image. Though this wasn't the only thing the Dark Oil assimilated but Norn itself was changed. All the castes ecosystems of Norn drastically changed,becoming forests of metal and living yet decaying flesh. The funds becoming the stuff of night mares.

Once the Assimilation of their homeworld was absolute the Eleshian,then known as the Phyrexians fell from constructive unity as they diverted their veiws on how to achieve a certain goal that all Eleshian strave for,"Perfection". Factions fractured the Eleshian Unity, as their ideologies differed against each other on how to achieve Perfection. One such group that arouse this schism is the "theological" Machine Orthodoxy,led by Elesh Norn,Grand Cenobite.

The MO belive that to achieve perfection,they must assimilate and perfect not only themselves but everything in the galaxy. Only then would true perfection be achieved. Elesh Norn, led her Legions into a war for Norn,known as the "Second Assimilation War" in which she conquered the other Eleshian in the planet and brought them into the fold of the Machine Orthodoxy,turning most of the lower teir Eleshian Porcelain Legionnaries, while leaving the upper teirs mostly untouched besides reforming their physical constructs to make then appear more like Elesh herself.

With the planet under her control she proclaimed most of the planet to be named after her. The Planet Norn and the Eleshain themselves are named after her creating a occult certain around her as claimes to be the Catalyst in which Perfection will finally be reach.

Norn Preists would soon discover enement zero and mass effect technology as Eleash Norn prepares her race to assimilate the stars in which she calles the "Third Assimilation War".

STRENGTH:20
DEXTERITY:15
CONSTITUTION:10
INTELLIGENCE:10
WISDOM:10
CHARISMA:5

Traits:
Assimilation: The Eleshian are masters of assimilating everything into their image. Their pursuit of perfection drives them to convert worlds into places which mirror their own homeworld. Using the Dark Oil, found naturally only on Norn, they can convert planets into Dark Oil versions of their normal form. As a result, all non-dark oil planets are one tier lower for them to inhabit. However, once every two months, a new planet can have Dark Oil introduced to it converting it to a Dark Oil planet. This increases the planet's original tier by one level and turns the planet into a Hostile terran world for non-Eleshian.

All Will Be One: The Unity under the Machine Orthodoxy has led to a united and tireless workforce of drones. The Eleshian can perform feats of construction that are otherwise illogical for solely organic beings to complete. Heavy Ship production is reduced by one month.


Planet Trait - The Great Factory of the Eleshian - Dark Oil contains all the components needed to create more Eleshian. As a result, recruiting infantry, Militia, and Marine Divisiions cost 50% less on Dark Oil Worlds.


Military

2 Dreadnaughts
10 Battle Crusiers
4 Bulk Transports



Economy

The Quicksilver Sea/Oxidda System

5 Urban Areas(250)
2 Fuel Depots(10)
5 Mining Complexes(25)
2 Major Minining Complexes(30)
3 Industrial Complexes(15)
1 Major Mining Complex(15)
1 Shipyard(15)
1 Small Spaceport(76)
Natural(100)
+536




1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35


1 Mining Complex(5)
Natural(10)
+15


1 Mining Complex(7)
Natural(10)
+15


Tel-Jilad System

1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35


Orbital Fuel Refinery(100)
Natural(40)
+140


1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
Natural(10)
+15




(Dark Oil)
5 Urban Area(250)
2 Planetary Fuel Depot(10)
4 Mining Complexes(20)
2Major Mining Complexs(30)
1 Major Industrial Complex(15)
1 Shipyard(15)
Natural(60)
+388




Orbital Fuel Refinery(100)
Natural(40)
+140


1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35


1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
Natural(10)
+15




1Mining Complex(5)
Natural(10)
+15




1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
Natural(10)
+15






1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35


1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35


1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35




1 Mining Complex(5)
Natural(10)
+15




Sathara System



1 Mining Complex(5)
Natural(10)
+15




1 Mining Complex(5)
Natural(10)
+15


1 Mining Complex(5)
Natural(10)
+15


1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35




1Mining Complex(5)
1 Industrial Complex(5)
Natural(25)
+35




1023
20 Infantry Divisions-100
1 Destroyer with Advance Armor-22.5

Norn
2 Urban Areas-200
2 Major Mining complex-60
1 Major industrial complex-40

On two gas giants
2Orbital Fuel Refinery-600

0.5 left


1471
Military
1 Angles of Norn(Marines,Elites+Drop Troops)-72
4 Marine Divisions(Drop Troops+Close Combat)-31.2
12 Armored Divisions-300
6 Artillery Battalions-60
6 Gunship Wings-30
Bulk Transport Upgrades(Dropship Hanger)-10
Destroyer Upgrade(High-Velocity Mass Driver)-3
31 Frigates-310

Oruton
4 Urban Areas-400
1 Shipyard-50
1 Major industrial complex-40
4 Mining Complexes-40
2 Major Mining Complexes-60

Remainder 5.3
Last edited by Grand Phyrexia on Sun Oct 23, 2016 2:37 pm, edited 4 times in total.


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