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by The Orson Empire » Sun Jun 11, 2023 12:28 am
by Kinistian » Sun Jun 11, 2023 12:55 am
Cybernetic Socialist Republics wrote:Ormata wrote:
Except the Quarians settled down at Omega.
No mechanics present in the game at the moment for having absolutely no home base or capacity to generate credits, material, or industry. It's only course of action is to conquer nearby systems outright, which it does exceedingly well because, well...big friggin fleet.
Well the other way for them to get credits, material and industry is by extracting tribute from nations in order for them to not attack.
that's like steppe warrior type stuff in space.
by Ovstylap » Sun Jun 11, 2023 1:24 am
by Ormata » Sun Jun 11, 2023 1:32 am
The Empire of Tau wrote:I see the Collectors are uhm, collecting. Lol
by G-Tech Corporation » Sun Jun 11, 2023 5:25 am
Segmentia wrote:G-tech is the one who told me.
Ovstylap wrote:I do think that there should be a system cap on Mining Ships otherwise I am concerned this could be exploited.
Perhaps a base of say 4.
With 1 extra allowed per Orbital Mining Station
1 Per Orbital Fuelling Station
2 Per Asteroid Belt
Otherwise, especially if the barren worlds are already being mined etc, what are these ships actually mining. Further, 500 Credits could easily fund 10 Mining Ships, and then with just 1 Mining Station people are getting 250 Material a turn etc.
My other concern was about retrofits.
For instance one could build 6 Dreadnoughts with High Velocity Mass Drivers and Additional Armour Plates in 9 Months on a Garden World w/ Military Shipyard and all Industrial Centers, 810/850 Capacity, or they could build 9 Dreadnoughts in 9 Months and then upgrade the lot on Month 10 meaning that with just 1 extra month, they have an extra 50% Dreadnoughts.
Obviously this scales with all other ships. As such, should there be an extra penalty cost for retrofitting ships (from now on)/time delay, as I wouldn't want to see it exploited?
Ormata wrote:[*] Let's say my Month 5 action (Since it's likely to be accepted before 6, I hope) is to begin researching Standard Fabrication Templates. Will by Industrial Complexes be upgraded and outputting the extra amount in Month 8 or 9?
[*] Do asteroid belts need preparation before a new orbital mining station is constructed?[/list]
by G-Tech Corporation » Sun Jun 11, 2023 5:28 am
North America Inc wrote:(Image)
Faction: The Siari Enclave
Leader: "The Lodge of Sabina" - a loose cohort of Harmonious Matriarchs, along with traditional Political and Economic Leadership
Saryna T'Najm - Admiral of the Holy Transcendence
Enrico Milagro Cortes - Captain of the Porcelain Fleet
Leta Aveava - Commander of the Golden Path
Diplomatic Relations Summary:
In the aftermath of the Reaper War and the forced relocation of the Citadel to Earth, the Serpent Nebula found itself abruptly severed from the rest of the galaxy. The loss of the Citadel within it's borders, a critical infrastructural node, left the inhabitants of the nebula cut off from the rest of the universe. Deprived of the means for regular communication or travel to other systems, the Enclave didn't have a choice but to become insular. The aftermath of the war and the resultant isolation had cast a veil over the Serpent Nebula, creating an unintentional refuge where the Enclave could grow and solidify its principles.
Information from the outside galaxy became rare and precious, trickling in via sporadic travelers or old, half-broken communication devices. The Enclave heard whispers of the galaxy's struggle to rebuild, the rise of artificial intelligence, and the shifting power dynamics in the post-Reaper War era.
These fragmented reports, painting a picture of a galaxy where the specter of AI loomed large, only heightened the Enclave's fears and solidified their anti-AI stance. The emergence of AI felt like a chilling echo of the past, a sign that the galaxy was walking a dangerous path similar to the one that had led to the Reaper invasion.
In the solitude of the Serpent Nebula, the Siari Enclave prepared.
Military Summary:(Image)
Most of the Enclave's fleet are made up of salvaged ships, cobbled together from the wreckage left behind in the wake of the war. Some were remnants of the Citadel defense fleet; others were captured Cerberus vessels or other ships abandoned in the region. Despite their patchwork nature, these vessels were maintained and retrofitted to the best of the Enclave's ability, given the scarcity of resources.
The Enclave's military might be divided into three distinct battlegroups:
1.The Holy Transcendence: This was an all-Asari battlegroup, embodying the Enclave's commitment to biotic supremacy. These Asari warriors, already formidable due to their natural biotic talents, were further enhanced by the Enclave's rigorous training and indoctrination, transforming them into a fearsome fighting force.
2. The Porcelain Fleet: Named after the white shade of the heavy cruisers that formed the backbone of this group, the Porcelain Fleet was a grim reminder of Cerberus' failed coup during the war. Despite the unsavory origin of their ships, the Enclave managed to repurpose these vessels into an effective force for their cause.
3. The Golden Path: This battlegroup, comprised primarily of light cruisers and fleet carriers, specialized in stealth and recon operations. The Golden Path represented the Enclave's foresight and adaptability, favoring cunning and subtlety over brute force in their strategy.
Like their space fleets, the Siari Enclave's land forces are a diverse collection of survivors, mercenaries, and devoted followers. Despite their varied backgrounds, these ground forces are united by fervor:
1. The Zealot's Army: Enclave's most significant land force primarily comprised civilian militia. Lacking formal military training, their ranks consisted of fervent believers ready to defend their way of life. They were farmers, engineers, doctors - everyday individuals turned soldiers out of necessity and faith. Their lack of traditional combat experience was compensated by their tenacity, resilience, and unwavering commitment to the Enclave's cause. Armed with salvaged weapons and basic biotic skills, the Zealot's Army was a formidable force due to its sheer numbers and unyielding spirit.
2. The Mutaharrika: This group consisted of former Turian mercenaries who found a new purpose in this new philosophy. Named 'Mutaharrika,' an ancient term translating to 'those who move,' these soldiers combined their disciplined Turian warfare techniques with biotic focus. Having fully embraced the Discourse's anti-AI sentiment, the Mutaharrika became the Enclave's armored vanguard, leading the charge with their distinctive mix of Turian tactics and biotic abilities. Their swift, decisive actions on the battlefield reflected their namesake and earned them the respect of their compatriots.
3. The Honored Maidens: The Honored Maidens were a select group of Asari Commandos who survived the Reaper War before converting to the Discourse. Recognizing the Enclave's biotic-centered ideology as a path to recovery and strength post-war, they used their advanced biotic skills and rigorous commando training to become an elite fighting force within the military. Honored for their service during the war and revered for their biotic prowess, the Honored Maidens represented the pinnacle of the Enclave's martial and spiritual ideals.
While each group within the Enclave's land forces had a unique background and role, they collectively formed the backbone of their defense. They embodied their steadfast determination to safeguard their way of life.
History:
In the tumultuous wake of the Reaper War, the Serpent Nebula was left isolated and overpopulated. The Citadel's relocation, the Relay Destruction, and the Scores of Refugees overwhelmed the remaining Council-aligned forces; the region collapsed in on itself, with war and famine ripe. Unlike the rest of the systems throughout the Milky Way, most of the Serpent's infrastructure was directly centered on the Citadel itself operating. Without that piece, even essential extranet communication ceased to exist. Settlements descended into a level of advancement no better than pre-industrial farmers.
However, amid the chaos, a beacon of hope emerged - the Harmonious Discourse.
The Harmonious Discourse was a religious movement that arose among the stranded and displaced, centered around a new interpretation of the cosmos. It combined facets of the Asari religious concept of 'Siari', the Salarian understanding of reincarnation, the Turian Marital Culture, and the Human Concept of a 'Holy War.' Its teachings promoted a pan-species understanding of the galaxy, highlighting the unity of all life forms and the shared power of biotics, a force accessible to many but truly understood by few. The Discourse also cautioned against the potential dangers of AI, portraying it as an anthesis to said force.
Within this burgeoning community, the Siari Enclave was born. The Discourse is not a religious order built on a strict hierarchy similar to the Catholic Church; instead, operating under a loose interpretation of canon that allowed the Enclave to form. Using said teachings, it turned them into a societal philosophy, shaping a new world that revered the potential of biotic abilities and lived in careful harmony with the land. The wars ended, and for years, their warriors led peaceful lives, farming and maintaining the settlements, living in tune with the natural rhythms of the Nebula.
Yet, the spiritual leaders of the Enclave, the prophets of the Harmonious Discourse, foresaw a coming challenge. They envisioned the day when the mass relay would be reopened, exposing the Nebula - and the Enclave - to the broader galaxy once again. They prophesied a need for the people to undertake a great journey, a jihad, to liberate the rest of the galaxy from the crushing materialism that drew the Reapers in the first place.
In response, those who had once lived peacefully as farmers and settlers took up arms, becoming the Zealot's Army, the untrained but fervent militia of the Enclave. The Mutaharrika, former Turian mercenaries, honed their skills in armored warfare, preparing to become the vanguard in the upcoming struggle. The Honored Maidens, elite Asari Commandos, their advanced biotic skills acting as a shining beacon for their comrades.
Their space fleets - The Holy Transcendence, The Porcelain Fleet, and The Golden Path - formed from the wreckage of the war, prepared for the moment they would once again traverse the stars. All members of the Enclave were united in their resolve, ready to embark on a mission, not of conquest, but of liberation, to ensure that the galaxy would be free from the threat of AI. And so, they awaited the reopening of the relay, prepared to usher in a new era of biotic supremacy and unity among the species.
As the long-awaited day dawned, the prophets of the Harmonious Discourse led the members of the Siari Enclave in a solemn ritual. With the mass relay humming back to life, a signal of their impending mission, the Enclave took a drastic, symbolic step to demonstrate their unyielding commitment to their cause.
They set fire to their own worlds in a sweeping act of faith. Flames engulfed their settlements, farmlands, and the very land they had so painstakingly nurtured over the years. The burning worlds served as a potent reminder of their pledge - a symbol of their resolve to move forward, with no room for retreat or second thoughts.
As the fires blazed brightly against the backdrop of the stars, the inhabitants of the Serpent Nebula looked on, awestruck by the spectacle. The flames signified a fierce devotion that would carry them across the galaxy, a cleansing ritual to prepare for the challenges ahead.Infrastructure and Claimed Worlds: Independent Council Colony
Bekenstein - A formerly Human Colony, its destruction by the Reapers via Orbital Bombardment left the planet empty of inhabitants. As the war ended, Citadel refugees, refugees on their way to said Citadel, and scattered fleets, colonized this Organic World.
Urban Area - 150 - Destroyed
Industrial Complex - 20 - Destroyed
2 Mining Complexes - 30 - Destroyed
2 Fuel Depot - 40 - Destroyed
Shipyard - 75 - Destroyed
Total Value: 315
Military: Free Asari Republics - Biotics Bonus Automatic
a) Terrestrial Forces:
The Zealot's Army - 1 Bulk Transport, 12 Militia (Drop Troops) = 136
The Mutaharrika - 1 Transport, 1 Armored Division, 1 Artillery, 1 Gunship, 2 Engineers, (Drop Troops for all units) = 89
The Honored Maidan's: 1 Light Transport, 1 Infantry Division (HQA, Drop Ship) = 21
b) Space Fleets:
The Holy Transcendence - 2 Battlecruisers (2 Interceptor Wings), 1 Battlegroup Carrier ( 4 Fighter Wings), 2 Heavy Cruisers,2 Light Cruisers, 5 Frigates, 3 Destroyers = 433
The Porcelain Fleet - 1 Battlecruiser (1 interceptor Wing), 1 Battlegroup Carrier (4 Fighter Wings), 2 Heavy Cruisers, 1 Light Cruiser, 5 Frigates, Escort Carrier (Assault Lander) = 319
The Golden Path - 2 Battlegroup Carrier (4 Fighter Wings x 4 Interceptor Wings), 1 Light Cruiser, 3 Frigates, 2 Destroyers =217
Total Military: 1215
Total Costs: 1530 (+220 credits left)
RP Example: First-Time RPer
Questions and Suggestions: Nope
S14
by G-Tech Corporation » Sun Jun 11, 2023 5:37 am
by The Epic Notepad of GrangerAirstrike » Sun Jun 11, 2023 5:38 am
by The Epic Notepad of GrangerAirstrike » Sun Jun 11, 2023 5:46 am
Ormata wrote:We are indeed.
Don't worry bout it. We're being friendly. I swear. In fact, we may send an emissary. Definitely will be sending one to the Quarians.
by Segmentia » Sun Jun 11, 2023 5:50 am
G-Tech Corporation wrote:
Hmm. This doesn't seem like a first-time RPer application. I'm not certain you're being entirely honest there...
Jokes aside, glad to see you made it in North. This is looking good, and I'm happy to see the entirety written up to consider fully. Your fleets are less outsize than I feared, so I'll pull you together some bonuses then you should be good to go.
by Kandex » Sun Jun 11, 2023 5:53 am
Ovstylap wrote:I do think that there should be a system cap on Mining Ships otherwise I am concerned this could be exploited.
Perhaps a base of say 4.
With 1 extra allowed per Orbital Mining Station
1 Per Orbital Fuelling Station
2 Per Asteroid Belt
Otherwise, especially if the barren worlds are already being mined etc, what are these ships actually mining. Further, 500 Credits could easily fund 10 Mining Ships, and then with just 1 Mining Station people are getting 250 Material a turn etc.
My other concern was about retrofits.
For instance one could build 6 Dreadnoughts with High Velocity Mass Drivers and Additional Armour Plates in 9 Months on a Garden World w/ Military Shipyard and all Industrial Centers, 810/850 Capacity, or they could build 9 Dreadnoughts in 9 Months and then upgrade the lot on Month 10 meaning that with just 1 extra month, they have an extra 50% Dreadnoughts.
Obviously this scales with all other ships. As such, should there be an extra penalty cost for retrofitting ships (from now on)/time delay, as I wouldn't want to see it exploited?
by Ovstylap » Sun Jun 11, 2023 7:51 am
Kandex wrote:Ovstylap wrote:I do think that there should be a system cap on Mining Ships otherwise I am concerned this could be exploited.
Perhaps a base of say 4.
With 1 extra allowed per Orbital Mining Station
1 Per Orbital Fuelling Station
2 Per Asteroid Belt
Otherwise, especially if the barren worlds are already being mined etc, what are these ships actually mining. Further, 500 Credits could easily fund 10 Mining Ships, and then with just 1 Mining Station people are getting 250 Material a turn etc.
My other concern was about retrofits.
For instance one could build 6 Dreadnoughts with High Velocity Mass Drivers and Additional Armour Plates in 9 Months on a Garden World w/ Military Shipyard and all Industrial Centers, 810/850 Capacity, or they could build 9 Dreadnoughts in 9 Months and then upgrade the lot on Month 10 meaning that with just 1 extra month, they have an extra 50% Dreadnoughts.
Obviously this scales with all other ships. As such, should there be an extra penalty cost for retrofitting ships (from now on)/time delay, as I wouldn't want to see it exploited?
What you call 'exploitation' of mining ships, I call not having a permanantly gimped economy because of my start.
As for 'what are these ships mining', there are only do many places where it makes sense to build a permanent mining installation, purely because of logistics, but there are plenty of places where it'd make sense to use something more expensive yet mobile.
by The Epic Notepad of GrangerAirstrike » Sun Jun 11, 2023 7:58 am
by Ovstylap » Sun Jun 11, 2023 8:34 am
The Epic Notepad of GrangerAirstrike wrote:I'm not as confident about this post, but it's done!
I've gotten around to talking about resistance to the Heshtok Duumvirate through a bit of solo RP, and I've made sure to show that it actually is a thing going on through the destruction of a mining complex that needs to be repaired, alongside the damage caused to the terrestrial forces that responded to it's destruction and fought against the Vorcha insurrectionists
And I think I've done the rather intensive mathematics on this new post right, thank God...
Now I just need to update the Archive with everything new!
by North America Inc » Sun Jun 11, 2023 8:49 am
G-Tech Corporation wrote:
Hmm. This doesn't seem like a first-time RPer application. I'm not certain you're being entirely honest there...
Jokes aside, glad to see you made it in North. This is looking good, and I'm happy to see the entirety written up to consider fully. Your fleets are less outsize than I feared, so I'll pull you together some bonuses then you should be good to go.
by Kandex » Sun Jun 11, 2023 8:51 am
Ovstylap wrote:Kandex wrote:
What you call 'exploitation' of mining ships, I call not having a permanantly gimped economy because of my start.
As for 'what are these ships mining', there are only do many places where it makes sense to build a permanent mining installation, purely because of logistics, but there are plenty of places where it'd make sense to use something more expensive yet mobile.
That wasn't actually aimed at anyone, I am just thinking of circumstances where somebody can make up to a dozen mining ships a turn and such we'll be seeing materials seem meaningless, I do agree about the mining complexes, hence their limits stand to reason, but the unlimited mining vessels do not. Ultimately, G-Tech will work something out and I look forward to it.
by North America Inc » Sun Jun 11, 2023 8:52 am
Kandex wrote:Ovstylap wrote:
That wasn't actually aimed at anyone, I am just thinking of circumstances where somebody can make up to a dozen mining ships a turn and such we'll be seeing materials seem meaningless, I do agree about the mining complexes, hence their limits stand to reason, but the unlimited mining vessels do not. Ultimately, G-Tech will work something out and I look forward to it.
Someone can make a dozen mining ships about as easily as they can make two dozen light cruisers. Its a trade off. People in more defensible positions, but nowhere to paecefully expand, can build more mining ships. Others in more open positions will be able to expand further, but also will have to think about more militsry shipping to prptect themselves.
A system limit on mining ships just screws over nations already trapped in corners and actually buffs the relative mining ship building capacity of those not in corners as they can just build to the cap and then focus on navy expansion (which has no limits btw)
by Kandex » Sun Jun 11, 2023 9:03 am
North America Inc wrote:Kandex wrote:
Someone can make a dozen mining ships about as easily as they can make two dozen light cruisers. Its a trade off. People in more defensible positions, but nowhere to paecefully expand, can build more mining ships. Others in more open positions will be able to expand further, but also will have to think about more militsry shipping to prptect themselves.
A system limit on mining ships just screws over nations already trapped in corners and actually buffs the relative mining ship building capacity of those not in corners as they can just build to the cap and then focus on navy expansion (which has no limits btw)
Why even waste money on infrastructure?
by Segmentia » Sun Jun 11, 2023 9:05 am
Kandex wrote:North America Inc wrote:Why even waste money on infrastructure?
Some of us did not start with nearly 2000 points to freely spend on things that would cost thousands and over a dozen turns to actually build in game.
I got 800 points, a start thats completly locked in by the strongest economy in RP, which also gets up to 3 upgrades on all its ground units, with oneof them being the most expensive one, for free.
Also my perks and diadvantages are pretty bad, the first is only useable if I build as much as possible as quickly as possible and defunct by turn 25, the other is basically unuseable any time soon.
by Kandex » Sun Jun 11, 2023 9:20 am
Segmentia wrote:Kandex wrote:
Some of us did not start with nearly 2000 points to freely spend on things that would cost thousands and over a dozen turns to actually build in game.
I got 800 points, a start thats completly locked in by the strongest economy in RP, which also gets up to 3 upgrades on all its ground units, with oneof them being the most expensive one, for free.
Also my perks and diadvantages are pretty bad, the first is only useable if I build as much as possible as quickly as possible and defunct by turn 25, the other is basically unuseable any time soon.
Too be fair, I think I only get two upgrades still.
And once proper relations are established, I'd be more than happy to help subsidize some explorations for you to find more systems within your home cluster, and perhaps even find systems in other parts of the galaxy where the Raloi may be able to settle
In case you want to improve your stuff. Ships and land units may only have two upgrades applied to them unless a Faction has Free upgrades appropriated to them or otherwise specified.
by Segmentia » Sun Jun 11, 2023 9:26 am
by The Empire of Tau » Sun Jun 11, 2023 9:41 am
Kandex wrote:Asari gets combat biotics for free, which opens up space for two upgrades.
As for Asari help, that would require reparing the mass relay, which we're not doing. Also exploration is extremely expensive and is not being done anytime soon.
by Kandex » Sun Jun 11, 2023 10:29 am
Segmentia wrote:Well if you are against opening the relay at all, then you have sort of blocked yourself into a corner even worse, unless you just meant you don't have the means to on your own yet?
by Kinistian » Sun Jun 11, 2023 11:04 am
North America Inc wrote:Kandex wrote:
Someone can make a dozen mining ships about as easily as they can make two dozen light cruisers. Its a trade off. People in more defensible positions, but nowhere to paecefully expand, can build more mining ships. Others in more open positions will be able to expand further, but also will have to think about more militsry shipping to prptect themselves.
A system limit on mining ships just screws over nations already trapped in corners and actually buffs the relative mining ship building capacity of those not in corners as they can just build to the cap and then focus on navy expansion (which has no limits btw)
Why even waste money on infrastructure?
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