Ralnis wrote:So how does one make the starting stats of a Leader?
Leaders generically begin with no experience, but can acquire experience from successful actions.
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by G-Tech Corporation » Tue Nov 10, 2020 10:58 am
Ralnis wrote:So how does one make the starting stats of a Leader?
by Ralnis » Tue Nov 10, 2020 10:59 am
by G-Tech Corporation » Tue Nov 10, 2020 11:03 am
by Ralnis » Tue Nov 10, 2020 11:11 am
by G-Tech Corporation » Tue Nov 10, 2020 11:57 am
The Empire of Tau wrote:I added two claimed worlds to my list.
by The Empire of Tau » Tue Nov 10, 2020 12:03 pm
by The National Dominion of Hungary » Tue Nov 10, 2020 12:19 pm
by G-Tech Corporation » Tue Nov 10, 2020 12:31 pm
The National Dominion of Hungary wrote:The Empire of Tau wrote:I still don't understand what claims are. Mind to explain it to me further?
I think it means a planet inhabited by your species that is not unilaterally controlled by you at the start of the game. So for the HSA maybe a world like Noveria, where you can send Shepard on a mission to integrate it fully. If I understood correctly that is...
by The National Dominion of Hungary » Tue Nov 10, 2020 12:59 pm
by Ralnis » Tue Nov 10, 2020 1:12 pm
by The National Dominion of Hungary » Tue Nov 10, 2020 1:34 pm
Faction Name: The Migrant Fleet of the Quarian State.
Leader: The Admiralty Board, currently consists of Admiral Han'Gerrel Vas Neema, Admiral Shala'Raan Vas Tonbay, Admiral Zaal'Koris Vas Qwib Qwib and Admiral Rael'Zorah Vas Rayya.
Citadel Council Member: NA.
Diplomatic Relations: To say that the Migrant Fleet has outstanding relations with any of the Council, Terminus or Attican Traverse star-nations would be a laughable suggestion. Quarians are looked down upon as nomadic beggars and scavengers by just about every race in the galaxy. The Migrant Fleet has no officially standing diplomatic ties or relations with any race. However, the Quarian Admirals will, on occasion, make deals with the nations whose space they pass through to keep tensions low and relations at a mediocre level. The only Citadel race with no official policy towards Quarians is Humanity. It could be said that Quarians view the Batarians, Krogans and other species "neglected" by the bureaucrats of Citadel Space with empathy and in a positive light as they too know all too well what it is like to be thrown under the bus by the people they thought spoke and stood up for them. A contributing factor to this diplomatic situation is modern Quarian culture. The fact their entire species travels and works as one makes most Quarians quite insular, caring only about the continued survival of the Quarian people and the Migrant Fleet, this in additions to their nomadic life and exclusion from the Citadel mean that the trials and tribulations of the Citadel races don't particularly interest or impress them. The Migrant Fleet, is, technically, in a state of war with the Geth and has been for the last three centuries.
History: Hailing from the world of Rannoch, the Quarians were always a technologically capable species. They created the Geth around the late 1850s CE to be used as labourers and tools of war. The Quarians initially kept their programming as limited as that of any VI, nothing close to an AI, remaining mindful of the Citadel Council's laws against artificial intelligence. But as the quarians gradually modified the geth to do more complex tasks, developing a sophisticated neural network, these changes altered the geth to such an extent that they became sentient. The Quarian government ordered the immediate termination of all Geth in the hopes of preventing a revolution. Sadly for the Quarians however, they severely underestimated the power and sophistication that the Geth's neural network had evolved to. The Geth reacted to defend themselves, and the resulting confrontation erupted into a war which soon engulfed all of Quarian Space. Billions upon billions of Quarians died, and the survivors were eventually driven from their part of the Galaxy. The only reason Quarians were not immediately wiped out to the last by the Geth there and then was because after they had fled to a certain distance, the Geth seemingly no longer recognized them as a threat and ceased pursuit.
After being refused aid by the Citadel Council, the Quarians fled further away from their old home-stars in what remained of their fleet. Shortly thereafter, the Council stripped the Quarians of their Citadel Embassy as punishment for their carelessness in developing AI, though a treaty was agreed upon forbidding an attack on the Geth in order to avoid provoking them. Ever since, the Quarians have drifted across the Galaxy from system to system, searching for resources to sustain the Migrant Fleet. The modern Quarians are generally divided between two major political factions, the Reclaimers are heavily militaristic and embrace jingoistic Quarian nationalism, dreaming of one day reconquering their lost homeworld and truly regrow their power. Then there are the Redeemers who favor compromise and cooperation, many of whom advocate reapproachment with the Citadel Council and advocate settling a new world with the aid and support of the Council. There is also a third faction minor faction wielding much less influence than the Reclaimers or Redeemers, the Outrider Coalition advocates for the permanent lifting of Martial Law and the extension of more autonomy to the individual ships of the Migrant Fleet.
Today, the bit more than 17.1 million Quarians that call the 50 000 ships of the Migrant Fleet home are the last remnants of a species that fell from grace, who knows what the future has in store for them. With the Redeemer/Reclaimer balance on the Admiralty Board is in flux. While Admiral Koris is an ardent Redeemer, so much that influential Reclaimers like Zorah, Gerrel and up-and-coming Xen often label him a "coward" and "Geth-apologist". Admiral Raan's votes are often found making the decision if a decision passes or deadlocks, though there is talk about instituting a fifth post on the Admiralty Board, something which could greatly tilt the balance for either faction...
Infrastructure and Held Worlds: The Migrant Fleet is currently orbiting Daratar.
Liveship Rayya (2 Urban Areas - 2 Fuel Depots - 1 Small Spaceport)
Liveship Neema (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Shellen (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Syn'Alora'Tris (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Chayym ()
Liveship Tesin'Lieya ()
Liveship Korr'Valiya ()
Liveship Helash ()
Starting Infrastructure Credits: 1000
Starting Infrastructure Credits spent: 990
Starting Infrastructure Credits remaining: 10
Claimed Worlds: Claims rescinded - 100 Credits gained.
Military: Since the Quarian species is for all intents and purposes one catastrophic naval defeat away from extinction, military readiness is very, very high. In order to safeguard the fleet from attack (and the spread of disease) the Quarian navy follows strict routines of patrol and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill, no exceptions. The Migrant Fleet's Armed Forces are divided between three primary branches. The Heavy Fleet is the main military force of the Migrant Fleet, comprised of all Quarian warships suited for open, sustained naval combat, it is commanded by Admiral Han'Gerrel. Then there is the Patrol Fleet which manages reconnaissance, internal security, and crime supression for the Migrant Fleet. The Patrol Fleet consists of mostly lighter vessels though they remain very much warships and in times of war is assigned to guard the Heavy Fleet's flanks, the Patrol Fleet is commanded by Admiral Shala'Raan. The last branch is the Migrant Fleet Marine Corps, or MFMC for short, the MFMC acts as both ground troops and internal police, they are renowned for their skill in shipboard combat and general close-quarters battle.
Starting Military Credits: 100
Starting Military Credits spent: 90
Starting Military Credits left: 10
a) OnPlanetShip Forces:
Rayya: 4 MFMC Infantry Divisions.
Neema: 1 MFMC Infantry Division.
Shellen: 1 MFMC Infantry Division.
Syn'Alora'Tris : 1 MFMC Infantry Division.
b) Space Fleets:
Civilian Fleet - Orbit of Daratar
- 8 Habitation Ships.
- 5 Mining Ships.
Heavy Fleet - Orbit of Daratar
- 2 Battlegroup Carriers (Enhanced Life Support Systems(Free)) - 90 Credits
- 10 Dreadnaughts - (Enhanced Life Support Systems (Free))
- 10 Light Cruisers - (Enhanced Life Support Systems (Free))
- 20 Destroyers - (Enhanced Life Support Systems (Free))
Patrol Fleet - Orbit of Daratar
- 5 Light Cruisers - (Enhanced Life Support Systems (Free))
- 5 Destroyers - (Enhanced Life Support Systems (Free))
MFMC Transport Flotilla - Orbit of Daratar
- 10 Bulk Transports - (Enhanced Life Support Systems (Free))
- 5 Transports - (Enhanced Life Support Systems (Free))
- 5 Light Transports - (Enhanced Life Support Systems (Free))
RP Example: I think we know each other.
Questions and Suggestions: Not for now.
S13
by The Empire of Tau » Tue Nov 10, 2020 1:40 pm
G-Tech Corporation wrote:The National Dominion of Hungary wrote:
I think it means a planet inhabited by your species that is not unilaterally controlled by you at the start of the game. So for the HSA maybe a world like Noveria, where you can send Shepard on a mission to integrate it fully. If I understood correctly that is...
^ this, yarp.
Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.
by Ralnis » Tue Nov 10, 2020 2:06 pm
The Empire of Tau wrote:G-Tech Corporation wrote:
^ this, yarp.
Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.
Ah, so then I can claim whole clusters then, if I want to?
by G-Tech Corporation » Tue Nov 10, 2020 2:51 pm
The Empire of Tau wrote:G-Tech Corporation wrote:
^ this, yarp.
Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.
Ah, so then I can claim whole clusters then, if I want to?
by G-Tech Corporation » Tue Nov 10, 2020 2:53 pm
The National Dominion of Hungary wrote:Faction Name: The Quarian Migrant Fleet - Last remnant of the Quarian State.
Leader: The Admiralty Board, currently consists of Admiral Han'Gerrel Vas Neema, Admiral Shala'Raan Vas Tonbay, Admiral Zaal'Koris Vas Qwib Qwib and Admiral Rael'Zorah Vas Rayya.
Citadel Council Member: NA.
Diplomatic Relations: To say that the Migrant Fleet has outstanding relations with any of the Council, Terminus or Attican Traverse star-nations would be a laughable suggestion. Quarians are looked down upon as nomadic beggars and scavengers by just about every race in the galaxy. The Migrant Fleet has no officially standing diplomatic ties or relations with any race. However, the Quarian Admirals will, on occasion, make deals with the nations whose space they pass through to keep tensions low and relations at a mediocre level. The only Citadel race with no official policy towards Quarians is Humanity. It could be said that Quarians view the Batarians, Krogans and other species "neglected" by the bureaucrats of Citadel Space with empathy and in a positive light as they too know all too well what it is like to be thrown under the bus by the people they thought spoke and stood up for them. A contributing factor to this diplomatic situation is modern Quarian culture. The fact their entire species travels and works as one makes most Quarians quite insular, caring only about the continued survival of the Quarian people and the Migrant Fleet, this in additions to their nomadic life and exclusion from the Citadel mean that the trials and tribulations of the Citadel races don't particularly interest or impress them. The Migrant Fleet, is, technically, in a state of war with the Geth and has been for the last three centuries.
History: Hailing from the world of Rannoch, the Quarians were always a technologically capable species. They created the Geth around the late 1850s CE to be used as labourers and tools of war. The Quarians initially kept their programming as limited as that of any VI, nothing close to an AI, remaining mindful of the Citadel Council's laws against artificial intelligence. But as the quarians gradually modified the geth to do more complex tasks, developing a sophisticated neural network, these changes altered the geth to such an extent that they became sentient. The Quarian government ordered the immediate termination of all Geth in the hopes of preventing a revolution. Sadly for the Quarians however, they severely underestimated the power and sophistication that the Geth's neural network had evolved to. The Geth reacted to defend themselves, and the resulting confrontation erupted into a war which soon engulfed all of Quarian Space. Billions upon billions of Quarians died, and the survivors were eventually driven from their part of the Galaxy. The only reason Quarians were not immediately wiped out to the last by the Geth there and then was because after they had fled to a certain distance, the Geth seemingly no longer recognized them as a threat and ceased pursuit.
After being refused aid by the Citadel Council, the Quarians fled further away from their old home-stars in what remained of their fleet. Shortly thereafter, the Council stripped the Quarians of their Citadel Embassy as punishment for their carelessness in developing AI, though a treaty was agreed upon forbidding an attack on the Geth in order to avoid provoking them. Ever since, the Quarians have drifted across the Galaxy from system to system, searching for resources to sustain the Migrant Fleet. The modern Quarians are generally divided between two major political factions, the Reclaimers are heavily militaristic and embrace jingoistic Quarian nationalism, dreaming of one day reconquering their lost homeworld and truly regrow their power. Then there are the Redeemers who favor compromise and cooperation, many of whom advocate reapproachment with the Citadel Council and advocate settling a new world with the aid and support of the Council. There is also a third faction minor faction wielding much less influence than the Reclaimers or Redeemers, the Outrider Coalition advocates for the permanent lifting of Martial Law and the extension of more autonomy to the individual ships of the Migrant Fleet.
Today, the bit more than 17.1 million Quarians that call the 50 000 ships of the Migrant Fleet home are the last remnants of a species that fell from grace, who knows what the future has in store for them. With the Redeemer/Reclaimer balance on the Admiralty Board is in flux. While Admiral Koris is an ardent Redeemer, so much that influential Reclaimers like Zorah, Gerrel and up-and-coming Xen often label him a "coward" and "Geth-apologist". Admiral Raan's votes are often found making the decision if a decision passes or deadlocks, though there is talk about instituting a fifth post on the Admiralty Board, something which could greatly tilt the balance for either faction...
Infrastructure and Held Worlds: The Migrant Fleet is currently orbiting Korlus.
Liveship Rayya (2 Urban Areas - 2 Fuel Depots - 1 Small Spaceport)
Liveship Neema (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Shellen (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Syn'Alora'Tris (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Chayym ()
Liveship Tesin'Lieya ()
Liveship Korr'Valiya ()
Liveship Helash ()
Starting Infrastructure Credits: 1000
Starting Infrastructure Credits spent: 990
Starting Infrastructure Credits remaining: 10
Claimed Worlds: Rannoch - Haestrom
Military: Since the Quarian species is for all intents and purposes one catastrophic naval defeat away from extinction, military readiness is very, very high. In order to safeguard the fleet from attack (and the spread of disease) the Quarian navy follows strict routines of patrol and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill, no exceptions. The Migrant Fleet's Armed Forces are divided between three primary branches. The Heavy Fleet is the main military force of the Migrant Fleet, comprised of all Quarian warships suited for open, sustained naval combat, it is commanded by Admiral Han'Gerrel. Then there is the Patrol Fleet which manages reconnaissance, internal security, and crime supression for the Migrant Fleet. The Patrol Fleet consists of mostly lighter vessels though they remain very much warships and in times of war is assigned to guard the Heavy Fleet's flanks, the Patrol Fleet is commanded by Admiral Shala'Raan. The last branch is the Migrant Fleet Marine Corps, or MFMC for short, the MFMC acts as both ground troops and internal police, they are renowned for their skill in shipboard combat and general close-quarters battle.
a) OnPlanetShip Forces:
Rayya: 4 MFMC Infantry Divisions.
Neema: 1 MFMC Infantry Division.
Shellen: 1 MFMC Infantry Division.
Syn'Alora'Tris : 1 MFMC Infantry Division.
b) Space Fleets:
Civilian Fleet - Orbit of Korlus
- 8 Habitation Ships.
- 5 Mining Ships.
Heavy Fleet - Orbit of Korlus
- 10 Dreadnaughts - (Enhanced Life Support Systems (Free))
- 10 Light Cruisers - (Enhanced Life Support Systems (Free))
- 20 Destroyers - (Enhanced Life Support Systems (Free))
Patrol Fleet - Orbit of Korlus
- 5 Light Cruisers - (Enhanced Life Support Systems (Free))
- 5 Destroyers - (Enhanced Life Support Systems (Free))
MFMC Transport Flotilla - Orbit of Korlus
- 10 Bulk Transports - (Enhanced Life Support Systems (Free))
- 5 Transports - (Enhanced Life Support Systems (Free))
- 5 Light Transports - (Enhanced Life Support Systems (Free))
RP Example: I think we know each other.
Questions and Suggestions: Not for now.
S13
by The National Dominion of Hungary » Tue Nov 10, 2020 3:29 pm
by G-Tech Corporation » Tue Nov 10, 2020 3:33 pm
The National Dominion of Hungary wrote:Glad to be aboard
Also, quick question, could we forefit claims in exchange for starting credits?
by The Empire of Tau » Tue Nov 10, 2020 3:39 pm
by G-Tech Corporation » Tue Nov 10, 2020 6:14 pm
Segmentia wrote:Time to right the wrongs done to the Quarians, perhaps.
by Ralnis » Tue Nov 10, 2020 7:03 pm
by Segmentia » Tue Nov 10, 2020 7:30 pm
Ralnis wrote:Time to invade the Alliance with Reaper ships. Going to go full indoctrination baby!
by Ralnis » Tue Nov 10, 2020 7:42 pm
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