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The Last Stars - IC

PostPosted: Sun Mar 15, 2020 3:16 pm
by Harkback Union
The Last Stars
Edge Of Time

Soundtrack

- IC -

Wormhole to OOC
Wormhole to Tech Tread
Starmap

THE PRESENT
- Turn 13 -



A Timeless Signal

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For Billions of years, scientists across the cosmos were perplexed by a distant pulsar, its light redshifted almost beyond visibility, Its unnaturally slow, far away from any observable objects, seemingly stationary relative to its neighbors. Many dismissed the mistery as mere measuring error or an artificial signal. Only a few thought of it as an interesting curiosity.

Still, Millions of starships used the pulsar as a useful point of reference. It refused to go away, even after many of her sisters have long faded into nothingness. Some Navigational computers went as far as to designate it as the very center of the universe. And yet, nobody would ever bother to visit.

But as the background radiation was nearing 0K and many galaxies were extinguished by war, The outlines of a star cluster begun to show around the pulsar. It was also discovered the that cluster has an unnaturally strong gravitational field.

Eventually, some species thought the place might be worth a visit, and have sent out expeditions to map out the area. Others thought of it as safe refuge from their pursuers. Noone would hear from them again.

Finally, as the rest of the universe went silent, the cluster became the only visible object in the never ending night.
The last light in a sea of darkness. The last refuge for sentient life. Anyone with a space-faring vessel would set course to...

The Last Stars

-


A Grand Anomaly

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Upon arrival in the Omega cluster, all would find out that it is no ordinary star cluster. It is in fact a giant nebula, shrouding much of the area in a blueish fog, illuminated by the light coming from within. At its very edge lies the timeless pulsar. Its redshift is no more, and its beat and spectrum now fairly average.

Looking back outside, early arrivals would see a bright universe in full motion, absolutely unlike anything seen at near light-speed travel, but the sensation would not last long. All gone, within an hour, replaced by nothingness. They would also be exposed to not insignificant levels of radiation, but nothing to be concerned about.

A general survey of the cluster reveals and outer rim of stars, only partially shrouded. It still takes some effort to locate them, but not as much as if one was to go deeper into the shroud. Once a star is located however, the shroud seems to offer no resistance to travel, save for the occasional cosmic turbulence that comes with traversing nebulas.

Those with the hardware for exploration would be aware of several stars upon arrival, possibly habitable worlds.

Those without would be left in the dark.



PostPosted: Sun Mar 15, 2020 3:16 pm
by Harkback Union
STARMAP

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STARMAP IS BEING MOVED TO A SEPARATE THREAD


Exploring
- Type in stars/planets/moons you wish to visit. They will be revealed in the starmap.
- You will be notified if any anomalies are found or if your ship has gone M.I.A.
- EXPLORING ANOMALIES BELONG TO IC!!!
- You may also post of attempts to discover stars/search for/broadcast signals with telescopes and explorers.
- Finally, there is a list of each faction's known star systems below. You may freely exchange this with other factions at no cost (provided you met them).

Additional Exploration information:

Space remains fragmented into sectors.
- Each factions has their own sector of systems.
- A star may belong to multiple faction's sector, with 2 factions being unaware of sharing it.
- Radiotelescopes may be used to search for stars, but you wont know in advance which sector it is from until visiting.
- Explorers may be assigned to search for new systems (5% chance per turn).
- Sectors are only used for organising systems. They have no gameplay effect.


Whenever a star is discovered, its assigned a code based on star's temperature.
Coldest - Y, T, L, M, K, G, F, A, B, O - Hottest

When your exploration vessel first arrives at an unnamed star, you may rename it to your liking.
When you colonize any planet, you may rename it to your liking.
When you conquer a planet, you may rename it to your liking.

Until explored, planets are only known by their class:

CLASS: (R,L,G)
Rocky - Supports surface structures and colonies by default. May have Atmosphere, Lithosphere and Hydrosphere.
Liquid - Does not support surface structures and colonies by default. May have Atmosphere and Hydrosphere.
Gaseous - Does not support surface structures and colonies. Only has Atmosphere (Or at least, that's all there is to know for sure).



-

THE ARCHITECTS-------------------------------------------------------------------------------------------GTECH

SYSTEM K-0

I - R
500K
No Atmosphere
Lavasphere (Metal)
Wastelands, Wastelands (Silicon), Mountains (Metal), Wastelands, Mountains (Metal), Wastelands, Wastelands,

Nascency
300K
O2 N2

Hydrosphere (H2O)
Eden (Water), Eden (Water), Tundra (Water), Deserts (Silicon), Mountains (Metals), Mountains (Metals), Ocean (H2O), Ocean (H2O)

III - G (Unexplored)

IIIa - L (Unexplored)

IIIb - R
200K
H2, CH4

Methanosphere (Carbon)
Ocean (Methane), Wasteland (Metal), Ocean (Methane), Wastelands, Mountains (Metal), Wastelands, Ice (Water)

IV Asteroid Belt (Unprospected)

V Asteroid Belt (Unprospected)

VI Kuiper Belt (Unprospected)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM L-0
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM K-1
I - R
500K
CH4, NH3, H2O
Dry
Mountains (Metal), Wastelands (Carbon), Wastelands, Wastelands (Metal), Wastelands (Metal), Wastelands (Water)

Ia - R
500K
No Atmosphere
Dry

Wastelands (Irradiated), Wastelands (Metal), Wastelands (Silicon)

II - Asteroid Belt (Rare Elements)

III - R
300K
O2, N2
Dry
Deserts (Silicon), Wastelands (Rare Elements), Deserts (Silicon), Deserts (Silicon), Ice (Water), Wastelands, Wastelands (Metal)

IIIa - Ice Ring (Unprospected)


-

MEMORY OF YULUK -------------------------------------------------------------------------------------------MEMORY OF YULUK

SHAMBUK
Yellow Star

I - Asteroid Belt (Unprospected)

II - R
500K
CO2
Dry
Wastelands (Metal), Wastelands, Wastelands, Wastelands (Water), Mountains (Metal), Wastelands (Silicon), Wastelands (Silicon),

III - L (Unexplored)

IIIa - R
300K
O2, N2
Hydrosphere
Tundra (Water), Great Lakes, Tundra (Carbon), Mountains (Metal), Mountains (Metal), Tundra (Red Dots), Great Lakes, Tundra (Carbon), Tundra (Water)

IV - Asteroid Belt (Unprospected)

V- G (Unexplored)

Va - Ice Ring (Unprospected)

Vb - R (Unexplored)

VI - Asteroid Belt (Unprospected)

VII - Kuiper Belt (Unprospected)

IIIa - R
300K
O2, N2, He
Hydrosphere (H2O)
Eden (Water), Eden (Water), Tundra (Carbon), Tundra (Carbon), Mountains (Metals), Ocean (H2O), Ocean (H2O), Ice (Water)


SYSTEM L-0
Scarlet: Ideal Distance: 1.5
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


Khivar
Scarlet: Ideal Distance: 1.5
(Uncharted)


-

ARMADA OF THE FORGOTTEN-------------------------------------------------------------------------------------------LUNAS

Tlene

I - G Unexplored

II - G Unexplored

IIa - R Unexplored

III - Y Star

IIIa - R - Zatha
300K
O2, N2
SO2 (Chaotic Atmosphere: -1 Food from farms, Radio Telescopes inoperable, +1 Energy from renewable)
Hydrosphere (Toxic)
Eden (Water) -
Deserts (Silicon) -
Deserts (Water) - Renewable Energy Array - AUTOMATED - +2 Energy
Tundra (Water) - Hydroponics Colony -1 Water, -1 Energy, +3 Food
Mountains (Metal) -
Ice (Carbon) -
Ocean (Toxic) -
Wastelands (Toxic)

IIIb - R Unexplored

- - - - - - - - - - - - - - - - - - - - - - - -


[color=#BF0040]SYSTEM L-0
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM T-0
(Uncharted)


-

THE ONES WHO HID-------------------------------------------------------------------------------------------SENO

SYSTEM L-0

I - L (Unexplored)

II - R
300K
O2 N2

Hydrosphere (H2O)
Eden (Water), Eden (Water), Tundra (Carbon), Mountains (Metals), Ocean (H2O), Ocean (H2O), Ice (Water), Ice (Carbon)

IIa - R (Unexplored)

III - G (Unexplored)

IIIa - Asteroid Ring (Unprospected)

IIIa - R (Unexplored)

IIIb - R (Unexplored)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM Y-0
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM K-0
(Uncharted)


-

CHURCH OF THE OLD GOD-------------------------------------------------------------------------------------------TAU

SYSTEM K-0

I - L (Unexplored)

II - G
300K
H2 N2, He

IIa - Asteroid Ring (Unprospected)

IIb - R
300K
O2 N2

Hydrosphere (H2O)
Eden (Water), Eden (Water), Eden (Water), Desert(Silicon), Mountains (Metals), Ocean (H2O), Ocean (H2O), Ice (Water),

IIa - L
300K

Hydrosphere (H2O)

III - R
300K
O2, N2, SO2
Hydrosphere
Wastelands (Water), Volcanoes (Toxic), Wastelands, Wastelands, Ocean, Volcanoes (Toxic),Mountains (Metal), Ocean, Wastelands, Ice (Carbon)

IV - Asteroid Belt (Unprospected)

V- G (Unexplored)

VI- Kuiper Belt


-

THE DIRECTORATE-------------------------------------------------------------------------------------------GAME

SYSTEM L-0
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM F-0

I - R
300K
N2, O2
, He
Hydrosphere
Eden (Water), Desert (Silicon), Desert (Water), Desert (Water), Mountains (Metal), Wasteland, Ocean,

II - R
200K
N2, CO2
Wasteland (Metal), Desert (Silicon), Desert (Water), Desert (Water), Ice (Water)

III - R

100K
No Atmosphere
Ice (Carbon), Wasteland, Wasteland, Wasteland, Ice (Water)

IV - G
200K
H2, He

V - G Unexplored

Asteroid Belt - Unprospected

- - - - - - - - - - - - - - - - - - - - - - - -



SYSTEM M-0
(Uncharted)


-

THE REMNANT-------------------------------------------------------------------------------------------REMNANT

SYSTEM L-0
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM Y-0
(Uncharted)

- - - - - - - - - - - - - - - - - - - - - - - -


SYSTEM A-0

I - Asteroid Belt (Unprospected)

II - R (Unexplored)

III - R
500K, 300K 200K
CO2
Wasteland (Irradiated), Wasteland (Irradiated), Wasteland (Irradiated)
300K
CO2
Eden (Water)
200K
CO2
Ice (Water), Ice (Water), Ice (Water),

IV - R
300K
O2 N2

Hydrosphere (H2O)
Eden (Water), Eden (Water), Eden (Water), Ocean (Coral Reef), Ocean (Water), Ocean (Water), Ice (Carbon), Mountains (Metal)

IVa - Asteroid Ring (Unprospected)

Talos
200K

NH3
Ice (Carbon), Ice (Carbon), Wastelands (Rare Elements), Mountains (Rare Elements), Ice (Carbon)

Va
200K
H2,NH3
Dry
Wastelands (Toxic), Deserts (Water), Deserts (Silicon), Mountains (Metal), Wastelands, Wastelands (Water), Wastelands (Rare Elements), Mountains (Metal), Wastelands

VI - R (Unexplored)

VIa - Ice Ring (Unprospected)

VII - Asteroid Belt (Unprospected)

Kuiper Belt (Unprospected)


-

THE PARABOLA -------------------------------------------------------------------------------------------KNIGHTS <3

SYSTEM T-0
(Uncharted)


SYSTEM F-0

I - G (Unexplored)

II - G Unexplored

III - Asteroid Belt (Unprospected)

IV - Asteroid Belt (Unprospected)

First Melody
300K
O2, N2, [color=#FFBFFF]Ne
[/color]
Hydrosphere (H2O)
Eden (Water), Eden (Water), Mountains (Metals), Desert (Silicon), Desert (Water), Ocean (H2O), Ocean (H2O), Ice (Water),

Va (Moon of First Melody)
200K
No Atmosphere
Ice(Water), Ice(Water), Ice(Carbon).

VI - R (Unexplored)

VIa - L (Unexplored)

VII - Kuiper Belt (Unprospected)


[SYSTEM M-0[/b]
(Uncharted)


-

THE ASSEMBLED COALITION OF NATIONS-------------------------------------------------------------------------------------------NEW GUY

SYSTEM G-0

I - L (Unexplored)

II - R (Unexplored)

III - R
300K
O2 N2

Hydrosphere (H2O)
Eden (Water), Eden (Water), Eden (Water), Eden (Water), Eden (Water), Ocean (H2O), Ocean (H2O), Ice (Carbon), Mountains (Metal)

IIIa - R (Unexplored)

IV - Asteroid Belt (Unprospected)

V- G (Unexplored)

VI- Kuiper Belt (Unprospected)


-

ARMABAD LOGISTICS-------------------------------------------------------------------------------------------RALNIS

K-0

I - Asteroid Belt (Metal)

II - G
500K
H2, He

IIa - Asteroid Ring (Metal)

IIb - Asteroid Ring (Metal)

Beacon
300K
N2, O2

Dry
Eden (Water), Desert (Water), Desert (Water), Desert (Silicon), Desert (Silicon), Desert (Silicon), Ice (Water), Ice (Water), Ice (Carbon)

IV - L
200K
No Atmosphere
Hydrosphere (Beneath Ice)
Ice (Water), Ocean, Ice (Water), Ocean, Ice (Crabon)[/color], Ocean,

V - R
200K
CO2
Mountains (Metal), Wasteland (Water), Mountains (Rare Elements), Wasteland (Carbon), ???, Desert (Silicon), Ice (Carbon), ???

VI - R Unexplored

VII - Kuiper Belt Unprospected


Y-0
Uncharted


G-0
Uncharted


-

LACHRIMAN FEDERATION

SYSTEM L-0


New Lachrima

I - G (Unexplored)

II - L
500K
H2
Liquid Mercury

III - R
500K
N2, CO2
Wastelands (Water), Wastelands, Wastelands, Mountains (Metal), Deserts (Silicon), Wastelands (Rare Elements), Wastelands (Carbon)

IV - Asteroid Belt (Water)

New Lachrima
300K
N2, O2

Hydrosphere
Eden (Water), Eden (Water), Mountains (Metal), Mountains (Metal), Deserts (Silicon), Tundra (Water), Ocean, Ocean

Va - R
400K
CH4
Deserts (Silicon), Deserts (Silicon), Mountains (Metal), Wastelands (Water), Wastelands (Carbon)

VI - G (Unexplored)

VIa - Ice Ring (Unprospected)


SYSTEM T-0


-

ARCADIA, THE CONFEDERATED STRONGHOLDS OF I'm just a copy pasting machine : D ! - Hark

[spoiler]SYSTEM K-0

I - R (Unexplored)

II - Asteroid Belt (Unprospected)

III - R
300K
O2 N2

Hydrosphere (H2O)
Eden (Water), Eden (Water), Eden (Water), Eden (Water), Eden (Water), Deserts (Silicon), Ocean (Water), Ocean (Water), Ice (Carbon),

IIIa - Asteroid Ring (Silicon)

IV - R (Unexplored)

V - R (Unexplored)

VI- Kuiper Belt (Unprospected)

PostPosted: Sun Mar 15, 2020 3:17 pm
by Harkback Union
SPACETIME CONTINUUM

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TIME

Time is measured in Gigaseconds (or Gs, 1 Gs = 31.6887646 years). The passing of each Gs constitutes 1 turn.

The IC thread's opening post keeps track of the present time (say, turn 3) and advances by 1 Turn per day on average. Players may write the history of their species for the past, the present and the future. However, some rules apply.

Once written, your past actions may never be altered, and you should try not to fall behind by too much.

Your present actions cannot be altered, and some or all of your present orders for the turn can be hidden (for example, fleet orders for attacking a planet, or secret projects) (in this case, TG the OP those orders).



SPACE

The Ω cluster is home to the last stars of the universe.

1. The Cluster consists of Star Systems.

2. Each Star System is home to a number of Planets and Moons. Some may also contain anomalies.

3. Each Planet and Moon may be divided into Continents. Potentially, there may also be Oceans and other regions of importance on the surface. Each Continent may contain 1 type of Resource and can support a single Colony (without technology).

Since the width of the Ω cluster is about 30 lightyears, It is possible to reach any destination withing a single turn.

In addition, the Ω cluster may contain Deep Space Objects (or DSOs) which are outside of solar systems and be discovered by radiotelescopes. Finally, there are "locations of interest", such as space stations, asteroid belts, anomalies. Spacecraft may visit these locations of interest and DSO only if their faction has learned of its location through exploration or contact with other factions that have explored them.


-

STARS, PLANETS AND MOONS

Image


STARS

Most stars are main sequence stars. They are classified by their emission spectra:
Coldest - Y, T, L, M, K, G, F, A, B, O - Hottest
The hotter a star, the larger they are, the more energy they radiate and the warmer orbiting planets are, distance taken into account.

A handful of stars may defy this scale, including white dwarfs, red giants and pulsars.

Each faction conducts exploration on their own. They are unaware of everything outside of what they explored until radio communications are established with another faction through telescopes or 2 of their explorers meet on the field. From that point on, they have to wait 5 turns before they are "officially" aware of the other faction's exploration results and the location of their colonies, fleets and stations. You may also re-explore what someone already explored to avoid having to wait for 5 turns.

PLANETS AND MOONS
Upon surveying a planet, you will gain detailed information about the planet in the following category. What this means for your species depends on its characteristics.

CLASS: (R,L,G)
Rocky - Supports surface structures and colonies by default. May have Atmosphere, Lithosphere and Hydrosphere.
Liquid - Does not support surface structures and colonies by default. May have Atmosphere and Hydrosphere.
Gaseous - Does not support surface structures and colonies by default. Only has Atmosphere.

AVERAGE SURFACE TEMPERATURES: (Based on atmosphere, sun and distance to sun)
Hot - +500K
Warm - ~ 400 K
Temperate ~ 300 K <- Liquid water!
Cool - ~ 200 K
Cold - -100 K

ATMOSPHERE
Hydrogen
Helium
Nitrogen
Oxygen
Sulphur
Carbon
Planets atmosphere may consists of a mixture of these elements at various concentrations. The exact concentrations are irrelevant. The 3 most relevant gases are listed per planet. Certain combinations may be considered "Toxic".

"HYDROSPHERE" (or LAVASPHERE/METHANOSPHERE)
H2O (All continents have free access to Water)
Molten Metal (All continents have free access to Metal)
Liquid Methane (All continents have free access to Carbon)
???
???

LITOSPHERE
- May vary by continent -
Ice Sheets (Carbon or Water)
Deserts (Silicon or Metals)
Wastelands (May have any resource, or none at all, possibly Toxic, Irradiated or ???)
Tundra (Carbon or Water) - Contains Carbon-based life which negates terraforming effects from 1 industrial colony while untouched (no colony built on).
Mountains (Metals or Rare Elements)
Eden (+1 Food, +1 Harmony for carbon based life forms (+ Colony bonuses), Water in all cases) - Contains Carbon-based life which negates terraforming effects from 2 industrial colonies (no colony built on).


-

EXPLORATION

Image


The universe, or what's left of it, is shrouded by a great myst. Conventional methods of exploration do not apply here.
One must visit a star to locate its worlds, and one must visit those world to prospect its resources and study its hidden features.

Communication is also obstructed:
- Each factions has their own sector of known systems.
- A star may belong to multiple faction's known systems.
- 5 turns after 2 factions meet, their sectors are merged and are from then on aware of each other's findings.

And only a few stars are visible with the naked eye. There are many more out there, but it will take some effort to locate them:
- Radiotelescopes may be used to search for stars and expand your faction's sector by new systems.
- Explorers may be assigned to search for new systems (5% chance per turn).

Exploration is risky but rewarding. There are several dozen systems in the Ω cluster to explore, but there is no telling in advance of what you will find. With each planet you colonize or establish an outpost on, your fleet range is extended, allowing for new systems to be visited. Your choice of unexplored systems lists only the star's class and nothing about its planets.

- It takes 1 Turn for an exploration vessel to travel to a known system. When it arrives, it may immediately classify all its planets and moons (R, L, G).

- In order to fully explore and prospect a planet or moon, you must send the explorers on an expedition to said moon/planet, which takes 1 full Turn.

- If all goes according to plan, you will receive a report of the crew's findings at the end of the turn. If something happened to the crew, you might never hear from them again and count as M.I.A. until their fate is investigated.

- While on an expedition, your explorers may encounter anomalies that require immediate response or offer opportunities for later.

- Each faction has a leader or a main character, who can be on board spacecraft or be assigned to colonies/outposts/armies. He counts as the eyes and ears of your faction. If said character is present during exploration, your chances of success are increase and you may choose your response to any anomaly you discover.



-

RESOURCES

Image


There are several types of resources to keep track of. By default, your planets may not exchange them and are on their own to provide whats needed. Technology and infrastructure may change that.

PEOPLE
1 unit of population counts as ~100,000,000 souls (can be more or less depending on your species type). They each need 1 Food per turn to survive, and 1 Harmony to thrive. Your people populate your colonies. Colonies are INOPERABLE without workers. By default, your people are stuck on whatever planet they landed on, with colony ships being the only means to transfer them.
- At the end of each turn you MUST increase your population by 1 on a planet of your choice UNLESS you have starving planets, in which case you may choose not to increase your population. You may only increase population type to whatever species inhabit that planet.
- If your population has nowhere to live, they will build slums (-1 Harmony) on a random continent. Slums do not take up space and can grow in size. Slums are automatically destroyed whenever you can offer them a colony to inhabit.

FOOD
1 unit of food counts as provisions (drinks, sustenance, medicine) for 100,000,000 souls (can be more or less depending on your species) NOTE: Robots dont eat. Excess food spoils at the end of each turn. Only count what you produce/consume the current turn. If there is a shortfall of food, you will recieve a famine event (may lead to deaths, emigration, riots etc. the longer the famine lasts, the more severe the effects). You cannot send or recieve food from other planets/moons by default.

ENERGY

1 unit of energy powers 1 ADVANCED colony for a turn. Your ADVANCED colonies are INOPERABLE without energy. NO sharing this resources across worlds. by default.

HARMONY
Harmony represents the morale and well being of your people. You get -1 Harmony for each population you have! You may gain Harmony from certain colonies or technologies/social breakthroughs.
+ Harmony improves research and productivity and helps negate effects of famine and bad events.
- Harmony can lead to crime, disease and separatism.
The total sum of all Harmony on all your planets is your Progress rate. Your progress rate equals the % chance of a scientific or social breakthrough (Net Harmony of 5 = 5% = 1/20 odds of breakthrough). Social breakthrough are based on your factions ideology, Scientific ones are based on your research focus.
Excess/Negative Harmony does not accumulate over time. Harmony is recalculated every turn.

CREDITS
Credits (or you may rename your currency/measure of production) represent your industrial output. Credits are used to build new colonies, stations and ships. The SOLE source of Credits is industrial(Factory and Replicator) colonies. Credits are the only thing that can accumulate on your planets. Aslo, Credits can be invested in other planets/moons/systems if the planet that produced them has a spaceport!!!

WATER, SILICON, CARBON, METALS, RARE ELEMENTS
These 5 types of resources are used to power Farming/Hydroponics colonies (WATER), Factory/Replicator colonies (SILICON, CARBON AND METALS) and Reactors (RARE ELEMENTS). Surplus is always wasted (no leftover after a turn). Cannot be shared by planets by default.
IMPORTANT! If a colony is built on a continent that has a resource, that colony may use that resource for free. (No need for mines/drills) Also, Hydrospheres can provide resources (free water, metal or carbon) to all continents on a planet.
EXAMPLE: A Farming colony on a planet with H2O Hydrosphere gets its water for free.

Note: There may be rare and unique resources around the omega cluster waiting to be discovered!

Some clarification added to resources:

TRADE

By default, each planet is on its own and must produce evertything it needs.
Resources can be sent off-world from a planet so that it may be used anywhere else or traded with other factions.
- Space ports allow C to be sent off-world.
- Space Elevators allow all types resources except Energy and population to be sent off-world.
- Trade pacts and Alliances allow exchanging off-world resources with other factions.

Keep in mind that only C and population builds up over time. The surplus of anything else is wasted.


-

COLONIZATION

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ESTABLISHING COLONIES AND OUTPOSTS

Planets and moons that meet your species' needs can be colonized using a colony ship, or an outpost can be built there by sacrificing an exploration vessel. Through research, you may make uninhabitable planets colonizable, however, those planets will never be as productive as habitable ones (until terraformed). In fact, some colonies may require a constant stream of supplies from elsewhere and drain your faction's resources and will not make sense to live on unless that planet has something special to offer.

Once a Colony ship arrives in a system (after a 1 turn journey) it may immediately establish a colony on any continents of potentially habitable planets and immediately build 1 Basic Colony type of your choice, ready to produce next turn.

Exploration vessels can also be converted to outpost at the end of a turn for free (provided they are not M.I.A.). Outposts come in 3 (+ 3 unlockable) types:
- Military base: Counts as 1 defense army, prevents other factions from colonizing.
- Radio Station: Increased odds of intercepting alien communications and keeps track of fleet movement in neighboring systems.
- Remote Research Site: Prerequisite for secret projects.
- ???
- ???
- ???
Max 1 outpost per continent/asteroid/ice/ring/belt.

COLONY TYPES

Colonies come in 2 types.
Basic (Needs no energy or research, costs 5 C can be built from the beginning on fully habitable worlds (unless automated).
Advanced (UNLOCKED BY TECHNOLOGY - can be built on any worlds for which you have the technology to colonize, inhabited by 1 population)
There is also:
Metroplex (UNLOCKED BY TECHNOLOGY - A Megacity that fits on a single continent that can expand to accomodate multiple colonies (districts) stacked on top of each other, and if there are at least 5 pop worth of inhabitants, a single monument.
Most colonies, districts require 1 population to inhabit and work in them, which in turn has to be supplied with food. Some colonies are fully automated, and are exceptions (This is always written on the description). They do not need workers and cannot be inhabited.

Remember, Each continent has enough room for only 1 Colony! (some events/techs may change this!)

BASIC COLONIES
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.

- Farming Colony - Converts 1 Water to 2 Food. +1 On Tundra/Desert, +3 On Eden.

- Mining Colony - Extracts 2 units of any local resource for consumption elsewhere on the planet.

- Factory Colony - Uses 1 Metal/Silicon/Carbon to produce 2C per resource available (Can consume all 1 of each resource to make 6C in total. Slowly Terraforms planet towards higher surface temperature, Carbon atmopshere and may increase toxicity, possibly altering continent types. May use 1 Energy to cancel terraforming effects.

- Service/Commercial/Resort/Faith/Entertainment Colony (based on ideology) - Uses 1 Water, Provides +3 Harmony to the planet (+2 on Eden).

- Research/University/Knowledge Colony - Provides 1 Tech Roll per turn, may reroll the first failed roll if provided with 1 Silicon and 1 Energy. May receive another reroll using Rare Elements. Remotely operates telescope arrays on this planet or its moons or vice versa.

- Renewable Energy Array - AUTOMATED. Cannot be inhabited by population, does not require workers, can be built on uninhabitable worlds! Requires an Atmosphere OR must be/in orbit of 3rd or closer planet of the system. +1 Energy No questions asked. +2 Energy on Eden (Hydroelectric power).

- Telescope Array - AUTOMATED. Cannot be inhabited by population, does not require workers, can be built on uninhabitable worlds! Requires at least 1 University/Scientific colony nearby operating it. Required to locate new systems and search for alien signals. 5 Modes of operations.
- At the price of 1 Energy per turn, it may transmit 1 known technology to another faction which has a Telescope Array (over the course of 1 turn).
- May passively search for stars and alien signals. If a star or signal is found, it will be added to your list of known systems and can be visited.
- May broadcast a signal with any message. May even broadcast a technology for anyone to learn. Anyone listening has a 20% chance to detect. (100% if supplied with 1 Energy)

ADVANCED COLONIES
Can be built anywhere you have the technology to colonize (can also be built on fully habitable worlds but sometimes not worth it).
Costs 5 C to build.

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METROPLEX DISTRICS/MONUMENTS
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.

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To Be Announced.


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STATIONS

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SPACE STATIONS

In the
- geosynchronous orbit of each planet and moon,
- their Lagrange points,
- at asteroid belts,
- at the edge of solar systems or
- deep space, (pretty much anywhere you want to!)
space stations may be constructed with various purpose in mind. Space Stations may be clustered together to act as a single point of interest, allowing them to assist each other in production or battle.

NOTE: Outposts may initially only be built on planets. A later technology allows outposts to be built in space by explorers.

STATION LIST

Space Port (5 C, 0-G Construction) - 5 HP, 2 Slots, Max 1 per location - Built in orbit of Planets and Moons. Provides crew, life support and defense to a station. cluster. May repair up to 2 spacecraft per turn to full health. Allows C produced on the planet/moon it orbits to be spent anywhere in the universe.

Shipyard (5 C 0-G Construction) - 5 HP - Must be built adjacent to a Spaceport, Outpost or Habitat - May assemble 1 spacecraft per turn OR May repair/refit up to 2 spacecraft per turn to full health/replace module slots.

Weapons Platform (2 C 0-G Construction) - 2 HP, 1 Slots - Must be built adjacent to a Spaceport, Outpost or Habitat - 1 C Maintenance cost per turn.

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SPACECRAFT

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TRAVEL
At the start of each turn, spacecraft may set course for any star system. This information may be classified and revealed at end of turn.
Spacecraft may specifically end their turns at a location of interest in the target star system(Planet/moon orbit, station, asteroid belt, nebula, anomaly, Lagrange point, Deep space...) or just be floating around in general.
- If spacecraft are not traveling, they may instead interact with a planet/moon/station if possible.
- Explorers may both travel and interact (explore) in the same turn. All other ships must may only do one.
- Ships being built are not allowed to do either.

CLASSES

- Colony Ship (10 C, Cryostasis, Ion Drive) - 10 HP, 0 Slots - Loads 1 population from a planet upon completion.
--- May colonize habitable planets (establish basic colony of any type on a continent) over the course of a turn.

- Exploration Vessel (5 C) - 5 HP, 0 Slots. - Only type of spacecraft which may be built at a planet without a shipyard. Capable of landing on planets and building outposts.
--- May travel to uncharted systems. Immediately classify all planets upon arrival (Rocky/Liquid/Gasous).
--- Launch expeditions to explore planets/moons. May land on planets/asteroids to hide from threats and hostile fleets.
--- May search blindly for new stars (5% chance per turn).

- Destroyer (5 C, Ion Drive) - 5 HP, 2 Slots - 1 C per turn maintenance cost.

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PARTS

Spacecraft and stations with "slots" may incorporate weapons, shields, armor, reactors and special equipment into their designs. The cost of the design is the cost of the base hull + parts. Parts do not impact maintenance costs. Ships may be retrofited at shipyards (parts replaced) by paying the total cost of the new parts being added.

The parts determine a ship's stats for the following values.
- HP = Base HP + Armor
- S = Sum of Shield generator parts
However, you s hould list each weapon aboard the ship separately.
- P = Photonic damage from one weapon.
- K = Kinetic damage from one weapon.
- F = Flak damage from one weapon.
- M = Missile damage from one weapon
- Q = Quantum damage from one weapon.
So the final stats for a destroyer may look like this:
- Pride of Cevelli -
8 C, 5 HP, M2, F2,


MISSILES

- Torpedo Bay (2 C) - Missile 2. May bombard planets (10% per turn)

- Atomic Warhead - (5 C, Hydrogen Power) requires Torppedo Bay aboard. - Missile 1 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (100% per turn). Leaves target continent Irradeated. Can only be used once per battle. Once armed, deals damage 1 Phase later.

- Antimatter Warhead (10 C, Quantum Power) - Must have a Reactor and a Torppedo Bay aboard. Can either Disable all shields and photonic weapons on all ships in battle OR Missile 3 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (200% per turn). Can only be used once per battle. Once armed, deals damage 2 Phases later.

FLAK

- Flak Battery (1 C) - Flak 2

KINETIC

- Kinetic Battery (2 C) - Kinetic 3 May bombard planets WITHOUT ATMOSPHERE (10% per turn)

- Rail Gun (2 C, Superconductors) - Kinetic 3, May bombard planets (20% per turn)

PHOTONIC

- Photon Lance (2 C, Focusing Crystals) - Photonic 2

- Photon Prism (5 C, Prismatic Core, At least 1 reactor aboard) - Photonic 5

QUANTUM

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ARMOR

- UltraSteel Plating (5 C, UltraSteel) - +5 HP, Take 50% less Missile damage. Max 1 per ship.

SHIELDS

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REACTORS

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WARFARE

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SPACE BATTLES!

Battles in space occur when 2 fleets/hostile space objects end their turn in orbit of the same planetary system (includes orbits of planet and its moons) or asteroid belt/location of interest. In this case, a space battle occurs. This can also involve stations from both sides in very extreme cases. Any other ships in the system may also choose to join the battle.

PHASE I - Laser warfare -

- First, all Photonic weapons are fired by both sides simultaniously,
- Damage is then evaluate for each side. Shields take damage first, then hull points.

PHASE II - Close Combat -

- Missiles and Kinetic weapons may be fired simultaneously (no Photonic weapons this phase!).
- Any Flak weapon may then cancel its attack to instead protect its fleet from Missiles. 1 Point of Flak may cancel 1 Missile damage. Flak also deals double damage to strike craft.
- All damage is then evaluated, first Kinetic then Missiles, Shields take damage first, then Hull points. Missiles deal double damage on impact with Hull.

Special: Boarding ships select their targets at the end of the phase.

Withdrawal: You may attempt to withdraw from combat at the end of this phase. Destroyers and strike craft withdraw immediately. All other classes can withdraw 1 full phase after their withdraw is ordered, during which they are still in the battle (and can deal damage/be damaged).

PHASE III - Melee -

This phase repeats until one side withdraws or is completely destroyed.
- All weapons are fired simultaneously and then damage is dealt in Photonic => Kinetic => Rocket order.
- Ships may be ordered to ram other ships at the start of the phase (Requires Fanaticism) which always results in the ramming ship being completely destroyed, while dealing damage equal to their max HP to the target. This is dealt at the end of the phase and requires the ship to survive damage dealt to it this phase.

Special: Boarding ships make rolls to see if they captured the target. If yes, the ship is now under your control and may be used in the following phase.

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ORBITAL BOMBARDMENT!

Ships may use their turns to bombard moons/planets, provided there are no hostile forces present near the moon/planet. Planetary bombardments destroy a % of a target colony. If destruction reaches 100%, the colony is destroyed and its inhabitants are exterminated. Ships may also attack anomalies and outposts with bombardment weapons. Outposts are destroyed by 20% destruction, anomalies may vary.

Colonies cannot perform their economic function if 50% or more damaged. Colonies can heal 10% per turn on their own, or repair for 20% per C spent BUT ONLY IF THE PLANET IS NOT UNDER BOMBARDMENT.

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PLANETARY COMBAT!

Armies may be built by fortress colonies for 2 C each and have a supply cost of 1 C per turn. It takes 1 full turn for an army to leave its planet (and another full turn to travel to other systems, does not require a full turn to land), and is then counted as a spacecraft with 2 HP. Armies can land on hostile planets only if there are no hostile ships/stations around it. After successfully landing on a planet (or moon), a battle commences.

PHASE 0 - Mobilization -

- Each colony on the planet with less then 50% destruction mobilizes a single defense army at no cost. Fortress colonies can instead always mobilize 3.

PHASE I - Landing -

- Defenses on the planet from fortress colonies may attack transports to destroy armies prior to the engagement.
- The attackers then choose a continent where the battle occurs.
- A roll is made with a d6 for each invading unit with the following potential results:
- 0: It's a TRAP! Your army is captured and become P.O.W. for ransom.
- 1: High-speed Impact. The army is lost. 5% destruction to the continent.
- 2: Crash Landing. The army is lost if the planet is not fully habitable.
- 3: Flak Zone. The army is lost if there is a Fortress Colony on the planet.
- 4: Rough Landing. No effect.
- 5: Safe Landing. Return army to orbit alive if invasion fails.
- 6: Tactical Landing. Immediately destroy a defense army. Return army to orbit alive if invasion fails.
- 7: Surprise Achieved. Immediately destroy 2 defense armies. Return army to orbit alive if invasion fails.

0 and 7 can only be triggered by +/- modifiers from leaders, technologies or planet features.

PHASE II - Battle -

- A roll is made with a d6 to determine additional casualties:
- 1: Rat War. Destroy 1 invading army for each colony on the planet with 50% or more damage.
- 2: Air support. If there are ships in orbit with bombardment capability, destroy 1 defense army. If there is also friendly strike craft, destroy 1 additional defense armies.
- 3: Rocket Barrage. If there is a fortress world on the planet, destroy 1 invading army.
- 4: Encirclement. Destroy a defense army.
- 5: Dissidents. If the planet has negative harmony, Remove a defense army. The invaders may pay 1 C to gain the army to fight for them instead.
- 6: Resistance. If the planet has positive harmony, Gain a defense army.

- Remaining armies then annihilate each other as if they were matter and antimatter. 1 army dies from each side on repeat until only 1 side has armies remaining. Mobilized armies die last. If no armies remain, the defenders win. For each army destroyed, 5% collateral destruction is applied to the continent where the battle occurs. Invader armies with rolls 5-7 may withdraw prior to annihilation if the odds look bad.

PHASE III - Siege -

Fortress colonies cannot be captured, only destroyed and will fight to the very last. Their siege may go on for decades. Each army on a planet may deal 10% destrution per turn to a fortress colony. They can also be destroyed by orbital bombardment. The rest of the planet however may be occupied.
Fortress colonies do not require food or energy during the siege and will produce 1 fresh army each turn at no cost which may attempt a breakout at the end of the turn, or wait for more reinforcements to build up.

OCCUPATION!

If an invasion is successful. The invading faction gains control of the planet. Harmony may never be positive on an occupied world until its popultion is fully replaced, but gain +1 Harmony for each occupying army and +1 Harmony for each fortress colony while there are hostile species on the world.

While a planet is occupied, Any hostile species on the planet gians resistance points for the planet.

You may not mobilize defense armies from colonies of hostile species and the occupation automatically ends if there are no armies left.

If the occupied planet has a research colony, learn a random technology from the former owners.

PURGE!

If there are at least 3 occupation armies on a planet, you may purge a colony from its inhabitants each turn, while keeping the infrastructure intact while at total war with the faction of that species.

RESISTANCE!

Each faction with population on an occupied world gains resistance points:
+ 1 for each population each turn.
+ 1 for each point of negative harmony on an occupied world if it was formelly controlled by your species.
+ 5 each turn while the planet is being purged.

You may spend resistance point on one of the following:
- General strike (2 points per turn, negative harmony) - A colony of your choice (except farming/hydroponics) halts production for the next turn.
- Smuggling Ring (10 points, max 1 per industrial colony) - Planet must have a spaceport. +1 C to the occupied faction or +2 resistance to the planet.
- Underground Factory (15 points, max 1 per colony of your species) - Pernament +1 Resistance per turn to the planet. +1 Resistance Army during an uprising.
- Guerilla War (30 points) - Destroy an occupying army.
- Uprising (50 points) - Spawn 1 Resistance armies + 1 for each underground factory. Each resistance army then destroys 1 Occupation Army. If there are no occupation armies, the occupation ends and the faction organizing the resistance gains control of the planet. If there are still Occupation Armies left, all colonies loyal to occupation mobilize defense armies and an invasion from Phase II is fought out.


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TECHNOLOGY

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Technologies are divided to 3 groups.
Physics - Weapons, Energy, Communication, Shielding, Research
Biotech - Food, Harmony, Habitability, Terraforming, Genetics
Engineering - Industry, Infrastructure, Terraforming, Weapons, Spacetech

They also come in tiers.
Tier I (Industrial): 3 Techs per group, 20% odds.
Tier II (Space Age): 3 Techs per group, 20% odds.
Tier III (Nano): 2 Techs per group, 10% odds.
Tier IV (Quantum): 2 Techs per group, 5% odds.
Tier V (Enigmatic): 1 Techs per group, 2% odds.
Tier VI (Transcendent): 1 Techs per group, 1% odds.

Total number of techs: 9+9+6+6+3+3 = 36
Only Tier 1 techs can be specifically selected for research.

RESEARCHING TECHS

- Each Research Colony conducts research independently.
- Each Turn They may select any tier 1 tech or 1 of the 3 technology groups and attempt to unlock the secrets of a technology. They then make one roll with a d100, and if they roll the % treshold or below, they discover the selected tier 1 technology or one random technology from the next available tier. The more advanced the technology, the smaller the odds.
- Each time a colony fails to research a technology, they add their current odds to the base chance and they will roll for that next turn (so a if a colony has 20% chance on turn 1 for a tech, it increases to 40% chance the next turn, then 60%, 80% and finally 100% on turn 5). Finally, each failed roll adds +1% to technology breakthrough chance. This roll is made 1 times per turn per faction. A breakthrough can find unique technologies which cannot be discovered from the tech tree or discover a technology 1-3 tiers ahead of your current level.

TIER ONE TECHS

PHYSICS

Focusing Crystals
- Unlocks Photonic Lance.

Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.

Ion Drive
- Required for Colony ships and Destroyers.

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BIOTECH

Gas Synthesis
- Allows constructing Atmospheric Terraformer (5 C) on any type of continent. AUTOMATED. Uses 1 Energy, May increase or decrease any type of gas on the planet its built on (1 - 5% rate per turn, progress faster on small worlds/moons), does not require/house workers. May (depending on location) imp act surface temperature when adding or substracting gases.
- Allows advanced colonies on planets without the right type of atmosphere.

Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.

Cryostasis
- Required to construct colony ships

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ENGINEERING

0-G Construction
- Spaceports, Shipyard and Defense Platforms

Underground Colonization
- Subterran Colony - Uses 1 energy, extracts 3 resources of the type available on its continent. Immune to bombardment. Allows for a 2nd colony to be built above.

Ultra Steel
- Fortress Colony - Uses 1 Energy, Provides 3x the defense armies during an invasion. May train 1 army per turn. Can destroy 50% (rounded down) of all invading transports. (2 fortress colonies destroy 75%, 3 destroy 87.5%).
- Unlocks Ultra Steel Plating spaceship parts.


Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.


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LEADERSHIP

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Each faction has leaders, or a characters of importance. You may extend their lifespan to your liking artificially, or get rid of him/her and replace with another character at any time. Perhaps have 2 or 3 different characters of importance and swap between them each turn. However, you are only allowed to use one of your characters each turn to perform an action.

The base available actions are:

- Coordinate Development: +2 C on his/her planet to be spent on building colonies.
- Independent Research: Attempt to discover a tier 1 technology. Same rules apply as to research colonies.
- Assist in Research: Allows a Research colony to roll twice in a row (2nd roll made with better odds).
- Oversee Terraforming Efforts[:/b] Double Terraforming speed.
- [b]Raise Militia:
+1 Defense army on his/her planet which has no maintenance cost, but cannot be moved. Max 1 such defense army per colony.
- Command Defense Forces: -1 to invasion rolls. Repair 20% destruction per turn spread out across all colonies if being bombarded, 100% if not being bombarded.
- Command Invasion Forces: +1 to invasion rolls. 50% less transports lost to defenses.

You may also appoint characters to the rank of governors/captains/spymasters/diplomats/project leaders. It takes an action to appoint them, but once appointed, they provide a passive bonus until removed from position. You can have a maximum of 2 appointed leaders.

- System Governor: +2 Harmony on his/her planet. +1 Harmony on all other planets in the system.
- Ambassador: Assigned to another faction, Required to conduct diplomacy.
- Starship Captain: Your character becomes attached to a spacecraft currently docked at a friendly spaceport (this costs an action, but you then gain a passive bonus for that ship. You may have no more then 2 characters leading crew).
Exploration vessels - Launch 2 expeditions per turn, without the risk of going M.I.A., choose anomaly response if you encounter one, Allows phase 1 withdrawal from space battles.
Colony Ship - Allows phase 1 withdrawal from space battles. Become System Governor when founding colony.
Destroyers/military craft - During battles, allows firing a weapon aboard twice each phase, or repairing 2 HP damage each phase. May repair all damage after a battle. Allows phase 1 withdrawal from battles.


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ALIEN CONTACT

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RELATIONS
2 factions may have the following stances towards each other
- Unknown - Neither may interact with the other through any means (default)
- Alliance - Requires appointed ambassador from one side. You are aware of everything your ally is a aware of except secret projects, you may join you're ally's battle and exchange off-world resources. Gain 5% bonus to rolls towards any technology you allies already have. Anyone declaring war on one of you declares war on all your allies, but you may choose not to join you're ally's war.
- Trade pact - You may exchange off-world resources. Gain 5% bonus to rolls towards Tier 1 and 2 technology your friends already have.
- Peace - No effect.
- War - Your ships and stations automatically engage in battle, No orbital bombardment of colonies or purge of population.
- Total War - Your ships and stations automatically engage in battle, No rules.

You may improve relations 1 step up (from total war to war to peace to trade pact to alliance) each turn only if both sides agree to it and at least 1 side has appointed an ambassador to the other.
You may worsen relations 1 step down unilaterally each turn.

DISCOVERY
You may discover other factions through several means:
- Explorers stumbling upon their planet
- Radio Telescopse intercepting their signals
- Spacecraft/Stations end up on the same location.

When discovering another faction, you will receive a TG and may secretly respond in the following ways:
- Peaceful Inquiry - Starting Relations: Peace. 5% chance for each of you to learn a technology from one another.
- Blaster Fire - Starting Relations: War.
- Isolation (only available if your explorers/telescope find their signal/planet) - You will remain unknown to each other.


SOCIETY

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IDEOLOGY
Each faction may follow a 2 compatible idological paths, granting a small initial bonus, but evolve over time with breakthroughs to greater potency. You do not have to pick your path at the begginning (but is worth doing so).

Available Paths are:

Incompatible Group A
- Reason - +1% chance when rolling for scientific breakthrough. (Breakthroughs help research).
- Faith - +1 Harmony on each planet. (Breakthroughs help Food supply and Harmony).

Incompatible Group B
- Liberty - 3x resistance points during occupation. (Breakthroughs help Harmony and Leadership).
- Obedience - No penalties from negative harmony on your 1st planet. (Breakthroughs help Armies and Leadership).

Incompatible Group C
- Planning - Population in slums may convert 1 surplus resource (must be extracated from mines) to 1 C. (Breakthroughs help Industry).
- Competition - No Harmony Penalty from population in slums. (Breakthroughs help Industry).

PROGRESS
Each point of positive Harmony counts as +1% towards a social breakthrough. Each social breakthrough grants a pernament bonus to your species based on your ideology. Your breakthrough % is halved for each breakthrough you already have.

FOREIGNERS
You may end up with alien population inhabiting planets under your control. Such popultions have to be kept track of.
So long as you are not at war with the faction of that species, they will cause no trouble. You may even use them as leaders.
If you are at war with said species, they will generate resistance point for their faction and if they inhabit colonies, those will not mobilize during an invasion.

PostPosted: Sun Mar 15, 2020 3:17 pm
by Harkback Union
FACTION LIST

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THE ARCHITECTS
Cosmic Refugees

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G-Tech Corporation wrote:SPECIES
Name: Voidborn (Homo erectus superior tenebrae)
Homeworld: The Mainframe
Description: The Voidborn, the Sons of the Last Home, are physically identical to the ubiquitous vermin of the galaxy, mankind. Their own records are unclear about exactly how this happened, because they pre-date Humanity's leap to the stars by several millenia, but their myths and legends speak of their forebearers being chosen by the vanished Makers from indigenous populations to be groomed to adopt their legacy. No longer creatures of blood and bone, the Voidborn have walked strange paths on their journey across the stars, now abiotic echoes of the species that once was once was and the men and women who lived in the free air, amalgamations of eldritch technology and the horrors of the space between stars that masquerade as the living.
History: Will reveal ICly.

FACTION
Name: The Architects
Ideology: Builders and artisans of ambition far outsize to their ability for centuries, the Architects are the heirs to the legacy of their Makers, and value the fabrication of civilization and survival in the face of adversity above all. There is no problem, to their eyes, that cannot be resolved with iron will and ceaseless industry. Reason, Creation (Competition).
Background: Cosmic Refugees - Once they were the caretakers of the Mainframe, a constructed world around the rim of a singularity of untrammeled size, a refuge constructed for the worthy by their Makers who sought to escape the death of the universe around them. But a lifeboat, no matter how vast - though it was large enough to hold the population of uncounted systems - is eventually of finite size. As the endless waves of desperate organics, warlords, governments, and apocalypse descended on the Mainframe, order broke down slowly but surely, until the grand experiment of empathy and posterity was destroyed in a spasm of conflict and death on an unimaginable scale that lasted for generations. The Architects, bearing only fragments of the power and knowledge that was lost in the apocalypse, fled toward the last remaining hope for their way of life, leaving the burning hulk of their Makers behind as it drowned in blood.
History: ^
Leader: Arch-Fabricator Second of Ivory


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MEMORY OF YULUK
Remnant Armada

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Star sky of Yuluk, bright did you light the future, upon your earthen stone, your murmurs coo the children asleep



SPECIES
Name: Bal'ahkai "Dreaming Ones" (Gazrok, or "Melting Men" as their enemies knew them, now used sardonically by themselves)
Homeworld: Yuluk - an arid planet with liquid surface and ground water. Host to both flora and fauna, Yuluk was more than capable of sustaining evolving life. Of its many features, gentle vibrations emitted from the core as well as a long axial rotation are the most remembered by the Bal'ahkai. It is presumed to be long gone, and its loss is a matter of deep grief and longing.
Description: The Bal'ahkai can best be described as, at least in appearance, a near liquid-based lifeform. Originally thought of as forms of living metal by the first alien species to encounter them, later revelations on phenotypic variation (and biological research) proved this firmly to not be the case. Instead, their amorphous bodies began as a result of life on Yuluk gaining complexity and suited firmly a subterranean lifestyle. As their sapience grew, so too did their resilience and their final and most recent evolutionary step allowed them to venture out into the warmth of Yuluk's G-type star, though they retained habitation of caverns as shelter even into the space age.

Possessing exceptionally soft and fluid bodies, the Bal'ahkai can restructure themselves to suite many shapes, though this has severe restrictions for them. Once exploring the cosmos, they often attempted to match the general shape of whatever species they were interacting with, though their "true" forms are surprisingly not too far in shape from humanoid species, albeit lacking most features or refined form from a human standpoint. Whatever advantages they may have gained from versatile shape was off-set by fragility. To provide themselves with more stable structure, the species evolved the ability to incorporate plates of rock with their bodies, creating a kind of clothing and outward skeleton, but locking their shape until completely removed. Phenotypes among the species see their luminous skin colored from deep black, to a silvery metallic, to a translucent kind of white. This, paired with the use of many kinds of stone clothing, leads to a relatively colorful array of individual appearance. The species is formed from two sexes for sexual reproduction, though extremely obvious sexual dimorphism is absent outside of form mimicking.

The Bal'akhai are very long lived, typically in the area of centuries, but slow at reproducing, with low fertility rates. Yuluk provided their evolutionary ancestors with ample space for an omnivorous diet but it was competition with many powerful predator species that lead them from sentience to sapience. Members of the species can communicate through touch, and as a social species, this is the preferred method among themselves. They are, however, more than capable of advanced vocal linguistics and to others their speech may sound modulating, rhythmic, and electronic. Two types of body language is found and practiced among them -- firstly, they are able to vibrate softly, much like their homeworld, and this can be a voluntary or involuntary response. Secondly, a release of hormonal pigments can temporarily change the tint of their bodies in response to stimuli. Both of these biological communicators feature heavily in their art and culture.
History: The Bal'ahkai did not come upon cosmic travel in their own. They were, instead, one of the fortunate (or unfortunate) recipients of alien encounter. Though the details of the original event are mostly forgotten and mythologized, it is dubbed the "awakening". While not original space travelers in their own right, the intellectual ability of the species would have seen it reach that point eventually, if not reluctantly, and they adapted quite well to rapid scientific advancement and revelation.

Unfortunately exploring the stars meant interaction with others doing so, and the Bal'ahkai were not taught by their benefactors for no reason. Indeed, they would find themselves unwilling party to the galactic conflicts already raging around them and their participation and scale would only grow with the time. This war, known now as the "breaking", would eventually lead to their undoing.

FACTION
Name: Memory of Yuluk
Ideology: Faith and Liberty
Background: Defeated Space Armada - How many eons have passed since the Breaking? How many stars? How many dreams?
What is presumably the last of the Bal'akhai now floats in the remains of a battered fleet. It was only a matter of time before their numerous and overwhelming enemies defeated them. Their allies had fled or been destroyed themselves, the very ones who involved them in the infernal conflict. Now All that remains is a skeleton, the Gazrok, the ones who fled. Yuluk, the rest of their people, their dreams...have now vanished. After warping out, the last of the Dreaming Ones moves quietly towards the end of their long journey, towards the last bright light of a dimming universe -- the Omega Cluster.
History: See Background. More to be revealed ICly
Leader: Kamaka - "the Black Man", is one of the few remaining Gazrok to have been born and raised on Yuluk. This, paired with his extremely advanced age, lends him the most authority in the remaining fleet. Enigmatic, Mystical, and with a long memory, the Black Man was once a religious figure before the Breaking. Now, he leads what remains of the Dreamers towards the last horizon.

Additional Leaders -
Harakpa - "Gypsum Man", another of the few who can recall Yuluk. He was a magistrate before the breaking and now works as Kamaka's second-in-command.

Yesulai - "Ocean Woman", she was a girl when she left Yuluk for a colony. Originally an architect and later ambassador, she is Harakpa's mate and one of the more capable among the remaining Gazrok, earning her third in the chain of command.


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THE ARMADA OF THE FORGOTTEN
Lost Expedition

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Lunas Legion wrote:SPECIES
Name: They don't remember their name, so they call themselves As'kaqa; in what they remember of their language, it roughly means 'to be forgotten' or 'to forget'.
Homeworld: They don't remember their homeworld, and every As'kaqa seems to have a contradictory description of it. Some call it a vast desert, blasted by winds, some say they lived underground, some say they lived in endless green forests, others still say they lived in cramped passages of iron and steel, endless worlds of metal and glass. The name is forgotten, like much else about their history.
Description: The As'kaqa are reptilians, but other than that vary greatly in size. Some are barely three to four feet tall, small and lithe but intelligent, others stand almost six foot and are well-muscled while another group stand almost 8 foot tall as mountains of muscle but as dumb as bricks. They believe that the three strains are part of a historical eugenics program to create specifically bred castes, but have no proof.
History: The As'kaqa do not know their history. They awoke from cryogenic stasis, with a course pre-set, with technologies that they understood despite having no memory of ever encountering them before. Everything else is a mystery.

FACTION
Name: The Armada of the Forgotten
Ideology: Planning, Obedience
Background: Scientific Expedition - Not that they know this.
History: The Armada of the Forgotten is the name given to the small fleet of unknown purpose that the As'kaqa awoke in. They do not know how they got here, why they are here, but their pre-set course is coming to an end and deeply buried memories of desperation, fear and survival flutter to the surface among their smarter members as they look for... Whatever they were sent here for. That feeling of purpose, the drive to hunt all of them possess. And for some, it is not desperation or fear, but curiosity that they feel...
Leader: Adral


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THE ONES WHO HID
Fungal Consciousness

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SPECIES
Name: Called by themselves, the "Double Ones", namely for their unique biological structure of having a fully mobile fungus and a stationary mycelial body.
Homeworld: Their homeworld exists without a name, a remnant memory that is missed but not yearned for too deeply. It's only defining feature was deep topsoil, extending far below the surface and having plentiful space for many of the Double Ones.
Description: As stated above, the Double Ones have two separate pieces to their organism. What is first formed is the mycelial body, splitting off from another mature body, which then forms a fungal body, which can move around and manipulate it's environment. The mycelial body is stationary for the most part, moving slowly through a substrate and digesting nutrients in the substrate. When enough materials are present, a fungal body is formed above ground. This has the purpose of acquiring more nutrients for the mycelial body to digest. In modern times, the bodies are put into more mobile containers which have a linking port for forming and maintaining the fungal body. The Double Ones also share a conscious mind through a surprisingly long range telepathy, although it cannot cross interstellar distances. The mind itself is somewhat split, having two separate personalities with a lot of overlap.
History: The origins of the Double Ones are strange to be sure. Having split bodies that share a goal is strange enough in the universe, but a shared mind across far distances is even stranger. While they don't remember how they came about, their religion does seem to focus on a mixed savior/destroyer deity. One who tore up the Earth, tore them in twain, but then reunited them despite physical distance.

FACTION
Name: The Ones who Hid
Ideology: Faith and Planning - The Ones who Hid are a very collectivized society who rely heavily on faith, although not necessarily for social control. Their collective minds are fragile, and at risk of separating whenever resources are scarce, the fungal body goes too far, or when many beings are present in an area. Through heavy planning and a collective responsibility, these risks can be carefully mitigated. In addition, their worship of the savior/destroyer helps to ease the tensions of their mind for some reason.
Background: Cosmic Refugees
History: While they forget their origins, they do remember their escape. They remember how, like their savior/destroyer, beings came to turn up their precious soils. However these entities didn't offer them a boon in return, simply stealing all they could get their hands on, slaughtering their peoples along the way. Many factions formed here, perhaps others survived, but The Ones who Hid only know for certain of their own survival. Organizing themselves to the fullest, the fungal bodies moved their mycelial counterparts to the invader's spaceships, hiding among the precious soils in their cargo holds. By then sacrificing their fungal bodies and turning it into nutrients, they could then rebuild and ambush those onboard the ships. In doing so, they secured a great amount of them while traveling. However, by the time they had regained control, their homeworld was far gone and they only had the most basic knowledge of how to operate the invader's technology. Unsure of how to turn back, they moved forwards to where the invaders were surely going, the Omega Cluster. While a risk, they couldn't sustain themselves forever onboard these barely united colony ships.
Leader: The One who United - While originally without many leaders, those that have started to emerge are those that led the operations to capture the invader's ships. The One who United is the one who both took over a ship and united the other ships to form the colony ship. While many in this species are uncomfortable acting as leaders, directing a group of split minds is difficult, The One who United is more comfortable than most, and so took charge of this situation.

Finally done writing that


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CHURCH OF THE OLD GOD
Fallen Hive Mind

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SPECIES
Name: Entity-1435
Homeworld: [REDACTED]
Description: The subspecies of Atorasu-Nasa can be seen as ‘flesh-bags’ due to their outward fleshy appearance. There is no one size and shape that can be used to overall describe subsets of Entity-1435 (Atorasu-Nasa).
History: [REDACTED]

FACTION
Name: Church of the Old God
Ideology: Ideals are hard-to-pin, even non-existence, down due to the very nature of Atorasu-Nasa. If anything, the internal hivemind functions can be closely understood as [FAITH] and [PLANNING]
Background: Broken Hivemind - Atorasu-Nasa was once a part of a larger entity known as Gozo, which was an over-sized bio-mass the size of a sun. Atorasu, the heart, was within Gozo that managed its circulatory system. The ambitions of Gozo and its many legions of flesh-eating eldritch horrors would soon meet its match after a united front against it. After Gozo died, the body parts of Gozo either withered away or were captured by the enemy. For Atorasu-Nasa, it got contained for study. Not surprising, Atorasu-Nasa managed to somehow escaped its massive containment and get a colony ship for itself to find the last remaining stars to grow and expand once more.
History: ^
Leader: Atorasu-Nasa is a massive beating heart that serves as the overall entity, “leader”, of its remaining hivemind. Rouge calculations hold Atorasu-Nasa to be about a few hundred billion years old.


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THE DIRECTORATE
Scientific Expedition

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SPECIES
Name: Illumae
Homeworld: Luma Prime
Description:
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Humanoid in appearance but slightly shorter than the average human, the Illumae are known for their almost universally high levels of intelligence and diplomatic leanings, rather than brawn.
History: Being as intelligent as they were, the Illumae thrived on the beautiful world of Luma Prime, quickly becoming a bright beacon in a dark galaxy. A society built on science and learning, the Luma system was always a peaceful haven for any who wished to expand their knowledge of the universe. The Directorate's expedition to the Omega cluster was sent long before their home galaxy was destroyed, so the plucky explorers who we will soon follow know not the fate of their one-time home. Only the knowledge that is to come.

FACTION
Name: The Directorate
Ideology: The Directorate's sole purpose is to uncover all the myriad mysteries of the Omega Cluster. (Reason, Competition)
Background: Scientific Expedition
Starting Techs: Atomic Power, Hydroponics, Underground Colonization, Unknown Tier 2, Unknown Breakthrough
History: The Directorate was easily the most powerful faction among the Illumae. How could a species of intelligent, curious beings not flock to an institution built for the acquisition of knowledge? The expedition to the Omega cluster is just one of many endeavors championed by the Directorate, but it is the most popular one - hence the participation of Director Arctus Protea himself, the most recent Director of the Directorate.
Leader: Director Arctus Protea[


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THE REMNANT
Defeated Armada

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SPECIES
Name: Icarran
Homeworld: Icarro
Description: Icarran, standing at average of six feet and come in several colors.
History:The Icarrans come from the Jungle world of Icarro, the Icarrans formed a large empire that eventuality became corrupt and decadent. Turning former allies into enemies and would start several wars in order to expand and dominate their neighbors. The latest war was launched against the mightly Kol Republic and a large battle ensure over a Republic world. When it became clear that the empire was going to lose and was being overwhelmed. Members of the fleet decided that they were not going to die for a corrupt empire and fled the battle to parts unknown.

FACTION
Name: Remnant
Ideology: Reason and Liberty
Background: Defeated Space Armada
History: The Remnant consists of those surviving vessels that fled the Battle of Holols when the fleet was being overwhelmed and was going to lose. They chose not to die for a corrupt empire and flee the battle. Knowing what fate awaits for them if they return to empire space, the fleet fled far away from the empire. Making their way to the Omega Cluster where they hoped they could start anew and return to the ways of the empire before it became corrupt. Among the vessels, they choose Captian Thenkai Nakneox was their leader as he is set on protecting his fleet while he is in charge.
Leader: Captian Thenkai Nakneox[/quote]


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THE PARABOLA
Cosmic Refugees

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SPECIES
Name: The Loci or The Flawless
Homeworld: The Loci have ever dwelt in the midst of the stars, as was always their purpose, chasing light and sound out into the void.
Description: The shape and form of an individual Locus is as idiosyncratic as their personality permits. The first iterations consist of an organic core within a perfect shell of interlocking augmentations and cybernetics. The later iterations, those forged after the Enlightenment, are entirely synthetic, comprising lustrous metals and synth-bone - though their forms are shaped to resemble perfected biological examples. The only commonality is that every Locus, at least in modernity, is an immaculate white, and designed with great dishes and smooth planes over their para-humanoid frames, so as to ensure that as much light, sound and shimmering radioactive noise is reflected from them as possible. The majority of them resemble exaggerated humanoids, their chitinous synth-bone limbs lengthened and shaped into dizzying curves and planes. Their faces, when they possess such, are emulations of their own idealised recreations of encountered biological forms. The sensory organs and consciousnesses of the Loci are distributed throughout, and even beyond their bodies - webs of sensors sit in nodes around the body - the most pious covering their entire body in such, in order to share in the perpetual song of light and sound fully. Most distressingly to many organic xeno-forms, though, is the way in which the Flawless speak -through the mimicry and intensification of background noise, usually of the electromagnetic signals of the local area, producing an unsettlingly 'choral' effect.
History: The first Flawless were the product of a zealous madness. A biological form, now unknown, crafted The Perfect by hand and by accident in the attempt to wrap the dying remains of its beloved in a frame capable of keeping them alive, and of reflecting the perfect beauty it saw in them. From there, others of dying forms begged to be so immortalised (either by their words or by their beauty alone). Soon enough, the organic forms of dozens of species had been made flawless. When they could find no more biological forms in their local cluster fit to be perfected, the first iteration forms began to replicate themselves, splitting their organic cores down into smaller and smaller portions until only a thin web of true cells sat in each form. Ultimately, the final forgings of the first iteration produced Loci only in the barest sense tied to the organic things they had once been, their minds swimming in half-formed memories of the beauty that had motivated them in life. They existed in the midst of the void for a long time, then, launching away from the empty, quiet cluster their decadent forebears had destroyed in search of beauty towards the nearest other signs of life. They heard the call of distant worlds, and followed it.

In this siren call came both their flourishing and their fall. The Loci, after centuries in the dark, hoarded sound, light and the very radiation underlying the universe itself. They spawned in themselves a desire for the distant sound and light that quickly became insatiable. They re-shaped and re-coloured themselves to better catch and take in the light, until their avarice began to tear them apart. The first iteration forms came to believe that the flesh of their cores was the source of the light that sustained them, and so began the Kinslaying. Forms slaughtered one another for the true flesh of the old biological forms and hoarded the ingrained memories they could recover. Ships descended into darkness as perfect forms weaponised themselves. Feuds roiled unending in the dark as engines fell silent. For time beyond measure the flawless hunted in the dark, until only a few thousand forms remained awake. An iteration of The Perfect, the only shell of their essence left, managed to awaken the comms system of one of the vessels, and the darkness was pierced all at once by noise. Some did not heed it, and were purged. Most, though, came to the call, and were re-made. The Fourth Perfect had looked into the dark, and they had seen the death of the stars. Their sensors had flared and gone silent as they witnessed the dying of the light. The Loci with him, the flawless, were shaped into rightful forms - made to gleam white and built to reflect noise into the dark, not to steal it inward. The Fourth Perfect's re-shaping came to be known as the Enlightenment, and with it began the Parabola.

FACTION
Name: The Parabola
Ideology: Faith, Planning. The Parabola is built to reflect noise and light into the dark. They wish ceaselessly to follow the creed of the Fourth Perfect to enlighten the universe again, to fill the endless expanse with sound and joyful exaltation. They believe, and so are directed - their flawless forms turned to the pursuit of the True Noise.
Background: Cosmic Refugees - In the endless distance of billions of years, the Flawless fled the dying cluster of their birth. No foe pursued them, but the darkness they carried with them was enough.
History: The faithful of the Fourth Perfect, the Parabola spent a long time scanning the darkness. They lay in observation decks, filled themselves with sensors and speakers, calling into the void and hearing nothing back. They despaired - had they in their hubris allowed the universe to die around them? Would they never hear the song again? But the Fourth Perfect assured them. It had heard the song of distant suns, the resounding harmonies of the Hypernovae, and in the vast banks of his eldritch, half-machine memory he knew where the crescendo, the ending, would be. The shells of the dead were melted in great furnaces - their essence taken and stored within the Perfect, and forms were finally made without flesh at all in them. The second iteration. By then, it was little to grow the gleaming white synthbone and sensor-nerves - where once the cells of the living had been needed, now all that was required was biomass and labour. The ships were re-shaped utterly, turned gleaming white and set on course towards the distant light. Ever since, the Flawless have prepared themselves. Now, they arrive for the first time in endless eons amidst the light and sound, eager to spread their ecstasy.
Leader: The Fourth Perfect

Tech Category Choices: - 2 Starting Tier 1 Technologies of your choice (Atomic Power, 0-G Construction), 1 Random Tier 2 Technology from a category of your choice (Cybernetics).


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THE ASSEMBLED COALITION OF NATIONS
Natives

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SPECIES
Name: Elystamari is the most common used denononym, but due to a variety of individual cultures on the planet, there may be several endonyms for themselves. Due to the sociopolitical status of the planet, one may refer to themselves by ethnicity or nation rather than as an inhabitant of a planet or a united species.
Homeworld: Elystamar
Description: Blatantly stolen from Stellaris. Females are basically longer haired, and your atypical mammalian humanoid
History: As with many species, war and faith was constant in the history of the Elystamari. Throughout their history, plague, natural disaster, and conflict were commonplace-be it from governmental incompetence or the cruel hand of mother nature. Yet still, the Elystamari are survivalists, often being those of determined (though some wiser and more mature species would state “stubborn”) disposition. Those skilled in martial prowess are considered more socially advantageous-even with the advent of the internal combustion engine duels were still considered culturally acceptable and even encouraged. Yet on this ferociously verdant world, the Elystamari have eked out a living under cruel stars.

FACTION
Name: The Assembled Coalition of Nations
Ideology: Liberty, Planning
Background: Natives
History: To barely summarize almost a century of on again off again intercontinental conflicts, and three sort of world-wars, three Blocs were formed. One representing the democracies, the monarchies, and the socialists respectively. This was of course to politically counterbalance the influence, and newly minted atom bombs of each faction. In short, this is the UN to this burgoing Cold War with some mild nods to Turtledove and Kaiserreich.
Leader: President of the Security Council, Klute Pranstett
Secretary-Speaker of the Council, Ultargar Ribian
Other, and more noteworthy individuals
Chancellor of the Democratic Republic of Vesunnia, Representing the Greater Northern Intermarium Alliance (GNIA): Thasto Gakur
Reigning Emperor of Diusannia, Caginus IV Ameid Representing the “Royal Union Bloc”, or the Sovereignty Union.
Chairwoman of All-Communes, representing the Confederation of Socialist States and Communes; former Premier of the Supreme Socialist State of Vrangerland: Bri Svouting

PostPosted: Sun Mar 15, 2020 3:18 pm
by Harkback Union
TIER ONE TECHS

PHYSICS

Focusing Crystals
- Unlocks Photonic Lance.

Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.

Ion Drive
- Required for Colony ships and Destroyers.

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BIOTECH

Gas Synthesis
- Allows constructing Atmospheric Terraformer (5 C) on any type of continent. AUTOMATED. Uses 1 Energy, May increase or decrease any type of gas on the planet its built on (1 - 5% rate per turn, progress faster on small worlds/moons), does not require/house workers. May (depending on location) imp act surface temperature when adding or substracting gases.
- Allows advanced colonies on planets without the right type of atmosphere.

Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.

Cryostasis
- Required to construct colony ships

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ENGINEERING

0-G Construction
- Spaceports, Shipyard and Defense Platforms

Underground Colonization
- Subterran Colony - Uses 1 energy, extracts 3 resources of the type available on its continent. Immune to bombardment. Allows for a 2nd colony to be built above.

Ultra Steel
- Fortress Colony - Uses 1 Energy, Provides 3x the defense armies during an invasion. May train 1 army per turn. Can destroy 50% (rounded down) of all invading transports. (2 fortress colonies destroy 75%, 3 destroy 87.5%).
- Unlocks Ultra Steel Plating spaceship parts.

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TIER TWO TECHS

[TIER TWO TECHS

PHYSICS

Magnetic Shielding
- Unlocks Shield Generator Spaceship Part (costs 2 C): 3 Shields (absorbs damage before hull). +1 slot. Max 1 shield generator per ship.
- Fortress colonies are immune to bombardment from orbit.

Portable Reactors
- Unlocks Reactor Core Spaceship Part (costs 3 C, at least 1 reactor colony built): +1 to all photonic weapons and regenerate 1 points of shields after all damage is dealt (if still alive). +2 slots in ship. Max 1 reactor per ship.
- Any Colony may use Rare Elements instead of energy (1 to 1 conversion).

Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.[/size]

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BIOTECH

???

Cybernetics
- Population can eat energy instead of food.
- Unlocks Cyborg Armies (costs 3C, 1C maintenance) +2 to landing rolls.

???

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ENGINEERING

???

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TIER THREE TECHS

PHYSICS

???

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BIOTECH

???

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ENGINEERING

???

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TIER FOUR TECHS

PHYSICS

???

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BIOTECH

???

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ENGINEERING

???

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TIER FIVE TECHS

PHYSICS

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BIOTECH

???

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ENGINEERING

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TIER SIX TECHS

PHYSICS

???


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BIOTECH

???

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ENGINEERING

???

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BREAKTHROUGHS

TEMPORAL

Time Cystals
- Reroll each failed Physics research once.
- Explorers may travel or go on expedition 1 additional time.
- Unlocks A Secret Project.


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PostPosted: Sun Mar 15, 2020 3:19 pm
by Harkback Union
IDEOLOGY

PostPosted: Mon Mar 16, 2020 1:10 pm
by G-Tech Corporation
"Nascency is our last chance. There are no more ports of call in the storm. No more lights left in the sky with a warm glow to chase. We stand, or we die. It really is that simple."


Rotation 5009B - Timestamped 91:80.1:170
Coordinates Indeterminate - Pending Ret. Aut. Dis.
Log Relevance: Asc. Conf. Cont.


The growling form of the Remembrance descended through the atmosphere at speed, prismatic hues of broken light flying off of her hull as she spent the last energy of her long sleep in the Space between Space. Deep within her core only a few souls were yet awake, minds returned to the netherworld by the necessities of command - their brothers still dreaming in cocoons of soft light and spun metal. The Second of Ivory watched over the parameters from his throne of obsidian glass, silent face of flawless alabaster drinking in the details of their new home as a dying man thirsts after the oasis spring.

Before him the First of Violet danced in the midst of the sea of globes that was the heart of the Nexus, a carefully picked strand of aquamarine here, a touch of emerald there, a ping of carnation to bring the descent surfaces online. Her lithe body moved with an economy of energy only one of the Firstborn could achieve, a synchronization of form and function in elegance the Makers had intended, not the crude mimicry the Architects had yet to improve upon.

Voiceless the twain spoke, musing about the trajectory of the vessel. This world, this jewel glittering in the void, was so much more than they had hoped for. Survivors, scavengers, long ago the Architects had given up on any hope of finding a place such as this, where creatures could flourish and the Shaping begun anew. They had cannibalized worlds of organic detritus, pyre-processed planets of barren rock and bone for the power to continue the ceaseless symphony of their last respite... but never looked to again gaze upon a place where the soil was green and the seas pale azure, the embrace of the wreath of life so welcome as to stir unfamiliar motions once more in the breast of the Second of Ivory, where he had never looked to feel them again.

First, across a field of endless verdant forest. From the underbelly of the Remembrance it fell, a glittering rain of silver that broke the light of the distant star. Shards of those who once were, consciousnesses within each grain of sand, a swirling echo of the ages to come. Upon leaf and bough it fell, hillock and stream, and here and there the tempest glowed gold before the sunset.

Second, across a nearby range of shattered mountains of deepest nightshade, endless snowcapped peaks that stood as venerable ancients under the stars. There the rain had a tinge of crimson, the ship high overhead reflecting scarlet the light of dying day, the fine mist settling on sighing pine forests and solitary fields of ice above where beast or bird walked. Not much to look at, a swirling tableau of weather as unnatural as any other, split intermittently by flashes of lightning and the rollicking thunder of the storm the particulate induced.

But from such humble things came many beginnings. High above the jewel of blue and green the Remembrance waited and watched, a guardian of the Seeding.

Two Colony Ships land on Nascency at Eden (Water) and Mountains (Metal, No Anomaly)
One Explorer remains in orbit of Nascency and Deep Scans the Planet

Nascency produces 6 Food, 2 Credits | -1 Harmony, 2 Food is consumed
Leader Action: First of Violet staffs Explorer as Captain

Reason, Competition | ZeroG Engineering, Underground Colonization (I), Deep Scanning (II)

PostPosted: Mon Mar 16, 2020 1:47 pm
by Lunas Legion
The Armarda of the Forgotten
System Designate: F-0


It was odd, the silence, Adral reflected. The emptiness where half-remembered memories indicated there should be ever-distant light. How long had it been, so that everywhere would be dark? One system was very much like another, at least on the vast star chart laid out on the armoured box of a bridge aboard... He did not even remember this ship's name. Perhaps it had been daubed on the outside, once, but there was nothing left on the outside of their ships but shiny silver metal, radiation shielding long since scoured of any cosmetics by space debris and radiation from ever-distant stars.

But they couldn't stay in space forever.

Their cryogenic systems would fail eventually, automated repair sequences would become corrupted, nutrient feeds and temperature regulators would fail...

The only question was where to go, but fortunately they had a little piece of technology that would help with that. Chrona. They were odd little things, tiny blue crystals wrapped in metal, but run just the right amount of electricity through them and time itself would twist. It was relative, after all, but used the right way... Things could be done faster with no risk of loss to relativity. He didn't understand the exact science behind it, the theory; but it let them all do more within the confines of a ship powerful enough to power them.

"Power up the Chrona." The words felt alien in his too-dry mouth, holding back a spluttering cough. He hadn't gotten the knack of talking again quite yet, even if the language itself flowed naturally. "Begin charting a survey course." There were no sounds of acknowledgement, his bridge crew instead grinding into life in silent ordered perfection as the ship hummed with power. He couldn't feel it move, but instinct told him he was. He had the last remnants of a dying universe to explore after all, and it would wait for no man.


Explore Systems F-0, L-0, T-0



T1:

Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.

Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.

Cryostasis
- Required to construct colony ships


T2:

Deep Scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.[/size]

Breakthroughs:

Time Crystals
- Reroll each failed Physics research once.
- Explorers may travel or go on expedition 1 additional time.
- Unlocks A Secret Project.

PostPosted: Mon Mar 16, 2020 2:17 pm
by The Knights of Azorea
~ Arrival - System F-O~

The arrival of the Flawless was heralded by a great, rejoicing song. A crescendo of radiation in all its forms, of vibrations roiling out into the ever-brighter void. As the first star came into sight, a chorus of thousands sat in awe. Only the eldest, the most perfect, could recall such light as they felt entering into a star system. The taste of it, the timbre and weight, awoke elation and exhilaration throughout the fleet. Millions of years terrified by the rising dark

The fleet slowed from light-speed. The smooth, glistening frames of the three vessels shifted, venting the first words of their song of heat into the dark. Each pulsed, like a long-stilled heart now waking, as millions gasped in ecstasy. Light and heat, the great wave-form song of a living star, filled sensors from stern to bow, and all was without flaw. Many thousands felt the flesh at their cores shift and stirr, saw memories of worlds so ancient and distant as to be beyond knowing, and let forth cries in pulses of light from their strange frames.

It was as the Fourth Perfect had said it would be. Observation decks filled with the turning joy of dancers, their limbs unfurling and twirling like blades of grass in summer winds all but forgotten. The ships rang out with the words, if they could be called such, of the Perfect, and the hallways and vents filled with the flowing and inexorable marching of the second iteration, their new grown synth-bone whispering as it passed. There were impulse engines to ignite, and much work to begin besides. The Foremost, a smaller vessel crafted from the heart of a now void-bound and scuttled older ship, went forth to explore, as preparations began. The shape of these new worlds had to be seen - their light and sound had to be known, before the work could begin in earnest.

~ First Melody - F- V ~

The beauty of First Melody delighted the voidborn Loci. The vast, luscious forests and untouched plains of its edens, certainly, but the wondrous magnitude of its mountains too. So many memories stirred in the wanderers, and the night sky glinted with the spotlights they ‘wept’. Soon enough, both colony ships had made landfall. The Flawless would not soon forget the feeling of gravity under them, nor the sight of a world shifting under new weight. Two colonies set themselves gingerly upon their newfound home out of the dark. The first, Voice, soon rose like a tower of ivory, gleaming over the forests, surrounded by curious and strange native life. It grieved the Flawless to clear tracts of xenoflora, certainly, but the cacophany of fleeing birds and the crack and tumbling crunch of torn wood-flesh was a glory unhoped for. Soon enough, the land would teem with new life, with great farms of algae to be turned to biomass, and then to Synthbone. The third iteration would be born from this fertile earth.

The Fourth Perfect, however, settled on the more adverse quarters of the mountains. A small ridge of them sat in the midst of the planet’s ocean, points of silver-grey against the expanse of shifting cerulean. The water and snow, alien to the Flawless, was a fresh delight, and soon enough white towers sat perched on the mountainsides, smokestacks wrapped in viewing decks to observe the crashing waves. The metals of the mountains, simple luxuries, were to be exalted in too, and the Fourth Perfect would ensure they did not go to waste.

Colony Ship 1 - Construct Industrial Colony on F-V (First Melody) (Mountains, Metals)
Colony Ship 2 - Construct Farming Colony on First Melody (Eden, Water)
Leader - Fourth Perfect (First Melody) - Coordinate Development (2 Credit on First Melody)

The Foremost - Exploration Vessel - Deep Scan Va (First Melody’s Moon, unnamed)

Overall Credits: 2 (4 if building on First Melody)

First Melody
(New) Eden Farming Colony - +6 Food (Farming on Eden = +5, Eden base= +1)
(New) Mountain Industrial Colony - Consumes 1 Metal, produces 2c

Population: 2(+1 at turn end)
Food Supply: 3 (6-3)
Harmony: 0 (+1 from Faith, +1 from Eden continent, -2 from The Flawless)

Leaders
Fourth Perfect - First Melody
Eighteenth Insight - Aboard the Foremost

Technology
Tier 1 - Atomic Power, 0-G Construction
Tier 2 - Cybernetics

PostPosted: Mon Mar 16, 2020 2:20 pm
by Seno Zhou Varada
The Ones who Hid

Turn 1


On a ramshackle bundle of ships, The Ones who Hid approached. L-0 II was their destination, a cold and arbitrary name designed by an alien computer, but how to name a planet? A vast expanse that has such diversities and personalities. Of course, one could say the same of their own people. A complexity in one being, two personalities on the verge of splitting, the Destroyer and the Savior interlinked. One of these beings, The One Who United, leads these ramshackle vessels towards L-0 II. Jammed together by inexperienced engineers in ill-fitting suits that withstood the void. Only through luck and tenacity were they linked together, enough to hold a hundred thousand split beings.

They could not live in these conditions forever though. While learning fast, their engineers and scientists were unskilled in the maintenance of these vessels. Whatever substrate they had was nearly full of their own beings, and they didn't have the nutrients to revitalize the depleted substrate. If they remained onboard for much longer, the chances of mass splitting would be too high to chance. Once they reached this new world though, there would be resources a plenty, according to the scans anyway. The soils were thinner than any of them would like, and not all of the continents could usually support them, but there was a solution. Designed by the many thousands of unaging, awake, minds, a vessel to hold a self was created. Substrate packed in a container, but with canals to fertilize and a linking port for fungal bodies. This would allow them to be more mobile on these worlds, and for nutrients to be produced elsewhere and consumed by others.

A necessary creation for sure, as great construction was needed. Blueprints, salvaged off ship data banks, contained great works of steel that would need to be erected. While not what any Double One was used to, it was necessary to ensure their survival. Not only for the present, but for the future. To guard against the Destroyers and to establish themselves as the Saviors. Then, once security was reached, they could finally rebuild the soils and fill them with their people.

L-0 II

Colony Ship colonizes L-0 II, establishing a farming colony on Eden continent 1
Colony ship 2 colonizes L-0 II, establishing an industrial colony on Mountain Continent
Farming Colony consumes 1 water from Eden continent, produces 5 food
Industrial colony consumes 1 metal from Mountain continent, produces 2 credits
The One Who United coordinates development on L-0 II, producing 2 credits for purposes of colony building
Research Colony being Established on L-0 II, 4/5 credits towards completion
Pollution: +1 from industrial colony, -3 from untouched Eden continent and untouched tundra continent = 0 pollution
Food: +5 from Eden farming colony, -2 from population = 3 surplus food
Harmony: +1 harmony from faith, +1 harmony from Eden continent, -2 harmony from Double ones.

Space

Exploration Vessels explores L-0 IIa, the moon of L-0 II

Technology: Ion Drive, 0-G construction, Portable Reactors

Ideology: Faith, Planning

PostPosted: Mon Mar 16, 2020 2:27 pm
by Harkback Union
Lunas Legion wrote:The Armarda of the Forgotten


Trinary System

Image


The first stop of the forgotten turned out to be have not one, not two, but three stars orbiting one another in a rather peculiar orbit.

Radiation levels are quite high, and the place seems deserted compared to initial projection.


PLEASE NAME THIS SYSTEM

I - G Unexplored

II - G Unexplored

IIa - R Unexplored

III - Y Star

IIIa - R Unexplored

IIIb - R Unexplored


Anomaly Discovered:
Peculiar Orbits.

PostPosted: Mon Mar 16, 2020 2:40 pm
by Lunas Legion
The Armarda of the Forgotten
System Designate: Tlene


Adral wasn't very good at names. But they needed a name for this system, a designation to add to the chart of blank systems. Tlene was the only word that came to mind; first, herald, start. A suitably fitting name, but the question now was simple; explore the system that he had just jumped into, or to move on. There was no reason he could not return here later, was there...

Equally, the unusual orbits called to his internal curiosity, his desire to find out what was distorting the orbit... And it wasn't like those other systems were going anywhere, now was it?

"Remain in system, begin survey." He commanded, his voice scratching and high-pitched. The other systems weren't going anywhere, and he had a mystery to solve right here and now.

PostPosted: Mon Mar 16, 2020 3:18 pm
by Harkback Union
Lunas Legion wrote:The Armarda of the Forgotten
System Designate: Tlene


Adral wasn't very good at names. But they needed a name for this system, a designation to add to the chart of blank systems. Tlene was the only word that came to mind; first, herald, start. A suitably fitting name, but the question now was simple; explore the system that he had just jumped into, or to move on. There was no reason he could not return here later, was there...

Equally, the unusual orbits called to his internal curiosity, his desire to find out what was distorting the orbit... And it wasn't like those other systems were going anywhere, now was it?

"Remain in system, begin survey." He commanded, his voice scratching and high-pitched. The other systems weren't going anywhere, and he had a mystery to solve right here and now.


The anomaly would couse much delay for the exploration effort. The puzzle of how such seemingly chaotic orbits could be sustained without the planets falling into their star or being thrown out of the system, the question of how this arrangement came to be, it would require high level computational capacity to properly analyze the problem... The research team was running out of ideas fast.

Roll: 46

NOTE: You have to roll LOW for success, below the % treshold.


Blackboard calculations eventually showed that one of the gas giants may end up colliding, or being ejected from the system, perhaps falling into the sun, about 17 orbits from now. Which of the gas giants? That index was lost in the calculations.

Roll: 5


And then... anomaly would unravel in front of Adral's eyes (or other forms of optical receptors).

One of the Gas giants suddenly shifted orbits, leaving behind trails of gas, swirling back towards its homeworld. A low-ranking signals officer then reported gravitational waves of high amplitude, originating from the Brown Dwarf's direction. Having recalculting the trajectories, the shift in the orbit has postponed the collision by at least 100 orbits, but not forever.


Anomaly Detected
Powerful Gravitational Waves

PostPosted: Mon Mar 16, 2020 3:34 pm
by Lunas Legion
The Armarda of the Forgotten
System Designate: Tlene


There was odd, and then there was... What he was looking at now. Adral had headed away from the bridge, down to the organised pandemonium of that was the research labs of the explorer craft, walls scrawled with calculations, computers running streams of data, the ship's internal gravity disabled in tiny areas to enable scientists to scrawl upon the ceiling in what to any other species would be a dance of nothing more than chaos and insanity.

To him, it was science, but written like art. Functional and beautiful in unison.

"What are we looking at?" He asked, voice scratchy.

"Not sure." One of the scientists, he couldn't tell exactly who among the constantly shifting tide of scaled flesh, said. "Calculations said one of the gas giants would collide or be ejected or fall into the sun, unclear result. Has shifted orbits due to high amplitude gravity waves. Theorised automatic system stabiliser near the brown dwarf."

"Hmm." Adral crossed his arms, small, thin things. "Orders to bridge, move us into position to scan the brown dwarf and the surrounding space. Gravity waves don't appear out of nowhere I want that source found."

PostPosted: Mon Mar 16, 2020 3:42 pm
by The Empire of Tau
Atorasu-Nasa, Church of the Old God

Having crashed onto an unknown tropical planet, Atorasu-Nasa started to expand fast. Atorasu was in no rush and had time to explore its surroundings for a bit. The eldritch horror had managed to land itself onto a perfect landmass filled with plenty of biomass and water to sustain its growth. Once it was done with its short travel around the continent, Atorasu proceeded to seed itself onto the ground and began to grow outwards. All and any biomass, plus water, would be slowly taken in by long arms and tentacles that expand forth from Atorasu itself. More and more biomass would be eaten up and processed, and the building of the first expansion from Atorasu starts up. A massive red-flesh shell forms around Atorasu as birthing chambers are formed inside the shell. Soon, the first million of Atorasu’s slaves are live-birthed. From there, Atorasu grows more and more as more slaves help manage the birthing of more eldritch-flesh horrors. Once done and all, Atorasu moves on to build up its organs. A farming organ, or what moral beings would call a farming settlement, but instead of a house and fields, it is a maze of veins, tubes, and interconnected organ systems that forms a bigger organism that recycles and constantly produces more biomass manned by Atorasu’s children to feed the expansion of Atorasu, and the birth of more horrors.
Atorasu-Nasa Crash Lands onto Tropical Planet (Ubruind'li, Name of Planet)
Collective Consciousness Cohesion (4 Harmony | -1 Harmony from 1 Population)
Farming Organ [Eden] (+6 Food, -1 Water : 1 Population Housed and Working)

1 Population Eats 1 Food. 5 Food is left over.

Farming Organ in Grown [0/10] Food + 5 Food --> [5/10] Food.

PostPosted: Mon Mar 16, 2020 4:06 pm
by Harkback Union
Lunas Legion wrote:The Armarda of the Forgotten
System Designate: Tlene


There was odd, and then there was... What he was looking at now. Adral had headed away from the bridge, down to the organised pandemonium of that was the research labs of the explorer craft, walls scrawled with calculations, computers running streams of data, the ship's internal gravity disabled in tiny areas to enable scientists to scrawl upon the ceiling in what to any other species would be a dance of nothing more than chaos and insanity.

To him, it was science, but written like art. Functional and beautiful in unison.

"What are we looking at?" He asked, voice scratchy.

"Not sure." One of the scientists, he couldn't tell exactly who among the constantly shifting tide of scaled flesh, said. "Calculations said one of the gas giants would collide or be ejected or fall into the sun, unclear result. Has shifted orbits due to high amplitude gravity waves. Theorised automatic system stabiliser near the brown dwarf."

"Hmm." Adral crossed his arms, small, thin things. "Orders to bridge, move us into position to scan the brown dwarf and the surrounding space. Gravity waves don't appear out of nowhere I want that source found."


Roll: 96 (DND equal of 1)


The gravitational waves were clearly originating from one of the dwarf's Moons. Or should they be called planets? After all, they orbit a star, but then that star orbits 2 other stars, which in turn orbit...

Whilst arguing over terminology, the crew missed early warnings of an ion storm. The storm struck with full effect, and was accompanied by further gravitational distortions. Their ship was now in collision course with Tlene IIIa-R. A Planet with a rather thick, blackish, stormy atmosphere.

Roll: 96

I KID YOU NOT

Image


After a blind attempt at course correction ended up worsening the situation, panic broke out among the crew. Officers left the bridge and escape pods were launched without Adral's authorization. With the crew in disarray, there was no avoiding impact now.

Image

The descent into the atmosphere was volitile, but the heat shielding did its job. They are still alive, but not for long. What to do now...

- Focus on trying to land in one piece
- Gather what information we can and relay to the fleet
- Abandon Ship!!!

PostPosted: Mon Mar 16, 2020 4:21 pm
by Harkback Union
G-Tech Corporation wrote:
"Nascency is our last chance. There are no more ports of call in the storm. No more lights left in the sky with a warm glow to chase. We stand, or we die. It really is that simple."


Rotation 5009B - Timestamped 91:80.1:170
Coordinates Indeterminate - Pending Ret. Aut. Dis.
Log Relevance: Asc. Conf. Cont.


The growling form of the Remembrance descended through the atmosphere at speed, prismatic hues of broken light flying off of her hull as she spent the last energy of her long sleep in the Space between Space. Deep within her core only a few souls were yet awake, minds returned to the netherworld by the necessities of command - their brothers still dreaming in cocoons of soft light and spun metal. The Second of Ivory watched over the parameters from his throne of obsidian glass, silent face of flawless alabaster drinking in the details of their new home as a dying man thirsts after the oasis spring.

Before him the First of Violet danced in the midst of the sea of globes that was the heart of the Nexus, a carefully picked strand of aquamarine here, a touch of emerald there, a ping of carnation to bring the descent surfaces online. Her lithe body moved with an economy of energy only one of the Firstborn could achieve, a synchronization of form and function in elegance the Makers had intended, not the crude mimicry the Architects had yet to improve upon.

Voiceless the twain spoke, musing about the trajectory of the vessel. This world, this jewel glittering in the void, was so much more than they had hoped for. Survivors, scavengers, long ago the Architects had given up on any hope of finding a place such as this, where creatures could flourish and the Shaping begun anew. They had cannibalized worlds of organic detritus, pyre-processed planets of barren rock and bone for the power to continue the ceaseless symphony of their last respite... but never looked to again gaze upon a place where the soil was green and the seas pale azure, the embrace of the wreath of life so welcome as to stir unfamiliar motions once more in the breast of the Second of Ivory, where he had never looked to feel them again.

First, across a field of endless verdant forest. From the underbelly of the Remembrance it fell, a glittering rain of silver that broke the light of the distant star. Shards of those who once were, consciousnesses within each grain of sand, a swirling echo of the ages to come. Upon leaf and bough it fell, hillock and stream, and here and there the tempest glowed gold before the sunset.

Second, across a nearby range of shattered mountains of deepest nightshade, endless snowcapped peaks that stood as venerable ancients under the stars. There the rain had a tinge of crimson, the ship high overhead reflecting scarlet the light of dying day, the fine mist settling on sighing pine forests and solitary fields of ice above where beast or bird walked. Not much to look at, a swirling tableau of weather as unnatural as any other, split intermittently by flashes of lightning and the rollicking thunder of the storm the particulate induced.

But from such humble things came many beginnings. High above the jewel of blue and green the Remembrance waited and watched, a guardian of the Seeding.

Two Colony Ships orbit Nascency
One Explorer remains in orbit of Nascency and Deep Scans the Planet

Leader Action: First of Violet staffs Explorer as Captain

Reason, Competition | Atomic Power, Underground Colonization (I), Deep Scanning (II)


Whilst mapping out Nascency's timeline of plate tectonics, First of Violet was perplexed by a mountain range which seemed to have no reason to be there. Carbon dating samples from the area only further confused her, as these mountains are actually quite young in geological time, much younger then the rest of the continent. In addition, these mountains are much taller and thinner then they should be. A recommendation for an expedition was filed.

Anomaly Discovered
Perplexing Mountain Range

PostPosted: Mon Mar 16, 2020 4:42 pm
by Harkback Union
The Knights of Azorea wrote:
~ Arrival - System F-O~



The Moon Va
200K
No Atmosphere
Ice(Water), Ice(Water), Ice(Carbon).

Deep scan reveals a sizable hole in the ice, kilometers deep, slightly curved.

Anomaly Detected!
Ice Tunnel

PostPosted: Mon Mar 16, 2020 4:59 pm
by The GAmeTopians
The Directorate
Exploration Vessel "Sunrider", Designation DOE-0
Location: Omega Cluster, System Designation L-0


"Beginning deceleration. All officers to bridge." The pristine hallways of the Sunrider echoed with calls on the intercom, crew members hurriedly moving to their posts. On the bridge itself, the command stations were packed, data callouts and readings being sent back and forth.

"Pathfinder, we're approaching sublight maneuverable. The Korra is hailing us." The comms officer reported dutifully from Pathfinder Peleus Soli's left flank, his workstation an extension of the Captain's data console.
"Accept the hail."
With a quick keystroke, the stoic face of the captain of the Korra, the Directorate colony ship, appeared on screen.
"Hail, Captain. Sleep well?" Peleus' wry smile almost made his counterpart crack. Both were still shaking off the shackles of cryosleep, fatigue visible in the eyes of both despite the completed "de-freeze" procedure and the steaming cups of what appeared to be coffee, or similar, in each of their hands.
"Like a rock, Pathfinder. The Director is making his way to the bridge. He has your orders, though I suspect you already know of them."
"That I do. I've already sent word to the Pathfinder teams. They'll be operational in half a cycle."




Action:
Explorer Vessel "Sunrider" (Captained by Pathfinder Peleus Soli): Explore Systems L-0, F-0, M-1
Colony Ship "Korra": Idle

PostPosted: Mon Mar 16, 2020 5:04 pm
by Danceria
G-0, known locally as Flaia
Elystamar AKA G- 0- III - R



Eighteen centuries passed since the ancient city of Gurabas would be built, ruling after an empire that ruled half a continent for centuries. Four hundred and thirty years since Kiargel Retian circumnavigated the world of Elystimar, the the Three Great Lands newly discovered and being scoured by empires that captured the silver screens of modern cinema. Forty years since the House Ianhof was deposed in Vrangersland, demonstrating the glory of the Proletariat and the blood necessary to be shed. As the moon Iaglos lingered in the night sky and Flaia rested, a hundred billion stars twinkled over a dozen observatories. Always had the Elystamari species, in whatever tribe they called themselves or tribulation looked to the heavens. To the Gods, to better tomorrows, to sate their own curiosity...in the wake of the Global War that founded the three blocs and saw the atom split for the first time, uncertainty reigned supreme. Yet hope could still be grasped, through science, and community. As governments promised and sought out change on levels never before seen, the quiet scientists peer at the stars...perhaps gaining a sense that there was something out there.

Leadership
--->[Independent Research] for ATOMIC POWER
Planetary Management:
--->Develop Basic Colonies
---> Mining Colony on Mountains tile
---> Farming Colony on Eden tile
---> Factory Colony on Eden Tile

PostPosted: Mon Mar 16, 2020 5:09 pm
by Harkback Union
Seno Zhou Varada wrote:
Exploration Vessels explores L-0 IIa, the moon of L-0 II

[/spoiler]


An Ordinary Moon

200K
No Atmosphere
Wastelands (Metal), Wastelands(Water), Ice(Carbon)

The report was rather thin.
Not much of value here.

PostPosted: Mon Mar 16, 2020 5:25 pm
by G-Tech Corporation
"Assume nothing. Hold no axiom sacred. In dogma we assumed the light of civilization would cleanse, would purify, would persist. In dogma we nearly perished from the face of the universe. Question all. Suspicion is wisdom."


Rotation 5009B - Timestamped 95:07.3:17:920
Coordinates 0014:9450 - Classification Nascency - Subclass Quintus Range
Log Relevance: Ano. Unc. Upl.


A hand rested on a sphere of brilliant cerulean, and the Remembrance gradually settled down through the layer of fluffy cloud, ice crystals forming and simultaneously shattering as her speed flaked them away. The First swam across the sea of effervescent stars, eyes of violet and mauve narrowing as the echoes of her probes returned from the skin of the world that the Second of Ivory had chosen for their destination. There was much that made sense, the familiar tapestry of creation that sang of the Divine Hand behind all to those who could hear the song - but also a few aspects which did not. Wefts in the weave, alterations by lesser artisans, abnormalities. Not in their own way a terror, an altered note here, an asynchronous note here. Curiosities.

Curiosities.

High above the ice-capped peaks the vessel of mirror-smooth silver came to a rest, invisible throwplates redirecting the energies of creation to hold her as motionless as a spider above the greatest peaks of the primordial range. One step, two, and the First crossed the pool of smoky obsidian, walking the infinite depth to a recess in the wall. A paroxysm of light engulfed her ephemeral form, a transfer of information and synchronization across the gasping void, and her eyes opened anew.

Snowflakes drifted down out of the nearly-clear sky, heralding a storm to come. A few melted upon her dark black lashes, and the First mused at the field of ice that stretched about her bare feet. A form like a man but not clambered out of a hole nearby, incarnate flowmetal inclining its head toward the Scion; all was in readiness for her inquiry. A slender hand tapered after the manner of a pianist she held upright, and in a gathering globe of pallid emerald light a small globe manifested - after a moment it caused her hand to dip slightly, physical mass making the transfer.

A more cautious individual would have descended into the pit bored by the Servitors to place the charge personally, but the First of Violet was not so untrusting. As one of the Awakened, not a memory of vanished flesh, she had no such quibbles and archaic inclinations. The fragments of her mind placed carefully below would guide it to the necessary position. With a gesture that looked casual to any observor, she tossed the pulsing sphere of silver light into the pitch-black tunnel, and then paced away from the entrance.

A breath, two breaths, and a journey of unbounded time and space. What had the ancient Bard spoken? O God, I could be bounded in a nutshell and count myself a king of infinite space, were it not that I have bad dreams.

Again the First sat upon the throne of smoky obsidian at the heart of the observing vessel, and she waited patiently as the sensors placed across the range waited for the conclusion of her inspection. A dozen sonic charges, calibrated for geological strata, detonated sequentially to build a picture of the composition and coordination of the strange tectonically-young range. If there was a secret to be ferreted from the soil, the Explorer would know soon.

PostPosted: Mon Mar 16, 2020 5:41 pm
by Harkback Union
The Empire of Tau wrote:Atorasu-Nasa, Church of the Old God

Having crashed onto an unknown tropical planet, Atorasu-Nasa started to expand fast. Atorasu was in no rush and had time to explore its surroundings for a bit. The eldritch horror had managed to land itself onto a perfect landmass filled with plenty of biomass and water to sustain its growth. Once it was done with its short travel around the continent, Atorasu proceeded to seed itself onto the ground and began to grow outwards. All and any biomass, plus water, would be slowly taken in by long arms and tentacles that expand forth from Atorasu itself. More and more biomass would be eaten up and processed, and the building of the first expansion from Atorasu starts up. A massive red-flesh shell forms around Atorasu as birthing chambers are formed inside the shell. Soon, the first million of Atorasu’s slaves are live-birthed. From there, Atorasu grows more and more as more slaves help manage the birthing of more eldritch-flesh horrors. Once done and all, Atorasu moves on to build up its organs. A farming organ, or what moral beings would call a farming settlement, but instead of a house and fields, it is a maze of veins, tubes, and interconnected organ systems that forms a bigger organism that recycles and constantly produces more biomass manned by Atorasu’s children to feed the expansion of Atorasu, and the birth of more horrors.
Atorasu-Nasa Crash Lands onto Tropical Planet (Ubruind'li, Name of Planet)
Collective Consciousness Cohesion (4 Harmony | -1 Harmony from 1 Population)
Farming Organ [Eden] (+5 Food, -1 Water : 1 Population Housed and Working)

1 Population Eats 1 Food. 4 Food is left over.

Farming Organ in Grown [0/10] Food + 4 Food --> [4/10] Food.


Consciousness Restored

Image


The first of your children are born, the organs planted and growing. Thought flows freely through the ever expanding network, right now of which there is a surplus.

Ideology is a meaningless concept.

For you, it is a matter of evolution.
- Path of Infestation (Growth, Assimilation)
- Path of Survival (Land Warfare, Habitability)
- Path of Enlightement (Technology, Industry)

You may choose your path now or later. There is no initial bonus.

Each surplus harmony grants +1% per turn for evolving the mind.

Remember that edens also give +1 Harmony)

First roll failed. (23)

PostPosted: Mon Mar 16, 2020 6:02 pm
by Harkback Union
The GAmeTopians wrote:Explorer Vessel "Sunrider" (Captained by Pathfinder Peleus Soli): Explore Systems L-0, F-0, M-1
Colony Ship "Korra": Idle


L-0

Image


A lonely place.

A Single planet orbits its star far too close, its atmosphere long gone.


L-0

I - R Unexplored

Found the lonely place.


-

F-0

Image


A white dwarf

Several Orbits Detected. Goldilock zone uncertain


F-0

I - R Unexplored

II - R Unexplored

III - R Unexplored

IV - G Unexplored

V - G Unexplored

Asteroid Belt - Unprospected

PostPosted: Mon Mar 16, 2020 6:40 pm
by The GAmeTopians
The Sunrider

"Sector L-0, single planet, extremely close to its star. Our shielding won't hold up at that range." The scanning officer reported to the pathfinder, an image of the scorched world appearing on the main screen. The Pathfinder grimaced, dreading the eventual inevitable exploration of that world.
"We're done here for now. Move on to the next system."
"Sir, do you have a common designation for this system?"
"Hades."



"Sector F-0, white dwarf. Five orbits plus asteroid belt. Habitability unknown."

"A better start than Hades. Astrogator Tannon, bring her in. We'll scan the system top to bottom."
The Sunrider began its approach, scanners at the ready.

"Sir. Designation?"
"I'm withholding a designation until we know what the system holds. Don't hold your breath."

Action: Explore Sector F-0, Planet I.