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Planetfall - OOC/signups

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Harkback Union
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Founded: Sep 01, 2012
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Planetfall - OOC/signups

Postby Harkback Union » Mon Jan 29, 2018 2:27 pm





Silently drifting through the void for almost a century, The U.N.E. Harmony shines in a majestic golden color as it passes by the red dwarf known as Lalande 21185 whilst performing a gravity assist towards its final destination...

The Harmony, the first interstellar starship built by mankind to escape their dying homeworld carries 13,000 souls on board in cryogenic sleep. They hope to awaken on the bright blue horizons of the Trappist-1 systems several promising terrestrial worlds. Renowned Scientists and Engineers, Industrialists, Political and Financial Elites, Media Moguls, Superstars and Royalties are accompanied by thousands of passengers selected from the earth's population in a grand lottery of young, skilled individuals on this journey across the stars. But not everything would go according to plan...

As the Harmony approached the dwarf star, A chain of unexpected failures in the reactor's coolant systems were reported by sensors, setting the emergency protocol in motion.

Solace is awakened, an artificial intelligence designed for emergencies. She assesses the situation and quickly realizes that the ship is off-course and dangerously close to the dwarf star. The heat shielding has almost completely evaporated and radiation levels are above safe limits. She immediately takes evasive maneuvers the costing much of the ship's remaining fuel...

Having escaped the sun's gravity well, Solace finds that a faulty script, or a virus in the navigation computer is trying to wrestle control of the ship. With the sun left safe behind, the virus has now ordered an optical scan of the system, searching for planets. Several rocky planets are found, one of which is almost dead ahead. In the star's habitable zone, with a thick atmosphere, potentially oxigen rich and unmistakable blue oceans. The nav computer plots a new course towards the planet, a collision course...

With Solace locked out of the navigation systems, she is left with no other options then to awaken the passengers, before the virus completely takes over.





Image




The awakened climb out of their pods and cough up the cryogenic fluids from their lungs. They look around the dimly lit cryodecks and watched on as the pods around them open in waves. - "We made it..." - a man whispered. The rest of them stood in silence, their memories still shrouded by the effects of stasis. Moments later, Solace makes an announcement through the loudspeakers: "Warning: Collision with Laland 21185-b imminent in T - 25 minutes. Security breach detected on command deck, navigation systems corrupted. Requesting manual override to avert disaster.

The captain and the top-ranking officers were the first to realize what's going on and rushed to the bridge. As they made their way to the closest entrance, they found that the doors were remotely locked. Manual override didn't work, so they decided to break through with a plasma cutter...

As they made the final cut, the door disintegrated and officers were blown through the next hallway by a stream of gas rapidly expanding into the low-pressure environment on the other side, towards the cracked windows of the observation deck, which could not withstand the extreme heat of the sun allowing for most of the air to escape. As the heavy cutter slammed into a damaged glass, it shattered into a billion pieces, and the officers were blown into the vacuum of space... they were reaching back for the ever distant Harmony as their consciousness faded. In his last thoughts, the captain prayed for the thousands still on board...

"WARNING: rapid decompression detected on deck 8 - Main corridor. Sealing all connections in 5... 4... 3... 2... 1..." - Another friendly AI voice announced. - "Error #009: Access denied. Requesting manual override."

Shocked and confused, the passengers begun asking questions - "What the hell is going on?" - "Where did the Captain go?" - "Decompression?"

"WARNING: rapid decompression detected on deck 7 - Engineering. WARNING: rapid decompression detected on deck 6 - Gene banks. Initiating Protocol - 020. Alert all crews: Seal bulkheads immediately, equip space suits. Secure oxygen tanks." - The friendly A I continued its reports through the loudspeaker.

A small gust of wind swept through the cryodeck. The pods kept on opening in rapid succession.

"Attention all passengers of the U.N.E. Harmony. This is your captain speaking. You have just awakened from cryogenic sleep. Remain calm and stay were you are, everything is under control. We will soon arrive at our destination, the Trappist system. - A third voice spoke through the loudspeakers.

"Finally!" - A man screamed. - "Don't know what was all that about."

"Wait, That can't be true!" - Another man shouted from the top of his lung. He climbed atop his pod and continued speaking - "We are not in the Trappist system! Look at the displays of your stasis pods, Its still only 2167! We were supposed to arrive in 2291!"

"So, we arrived early?" - A third man asked from the distance.

Warning. Collision in T - 22 minutes with: Class-T planet Lalande 21185-b. Fuel reserves: minimal. Reactor temperature: critical. Captain Northbank's Life signs: none. First officer Tokomo's life signs: none. Commisioner Chausiki's life signs: none. Recommended course of action: Evacua... Colony pods are equipped with retrograde thru... cognitive err...




Panic and hysteria spread across the ship like wildfire. - "The captain's dead hell do we do now?" - As the passengers made their way to the other decks, they begun realizing the magnitude of the situation. The virus have caused malfunction in most of the ship's systems. Flickering lights, malfunctioning bots and error screens awaited them on every corner, and the drag caused by decompression became ever stronger as the still functioning life support systems sought to replenish the atmosphere with compressed air.

Chaos erupted, as people rushed to board the colony pods. Although there was enough of them to safely land all the colonists, they were not all the same class. Some had significantly more provisions then others, luxurious interiors and housing modules, while the rest were cramped and lacked basic amenities. Naturally, the high-class pods were being boarded first. This has sparked conflict between those who payed for the seats and those who didn't. Class and rank no longer mattered in this dark hour as brutal fights broke out over the pods. Some have gone so far as to break into the armory and obtain weapons from the decks above, gunfire and swearing echoed across the ship.

Factions were being formed in the struggle for the best seats, while some pods were damaged or destroyed in the battles fought over them. Some more sane passengers have made it their duty to manually seal doorways to combat decompression and rescue valuable items and scientific archives from the ship to improve their chance of survival on their future planet, about which they knew very little. Engineers procured Industrial equipment and biologists seeds and genetic samples for their pods, most of which were simply designed to land the colonists in safety and provide shelter. However, there was very little time to prepare.

12 minutes before impact, The virus have completely taken control of the ship, and was now opening airlocks across all decks, ejecting passengers, supplies and equipment into space. The virus also managed to prevent the pods from leaving. The planet was now close enough to be visible, and approaching fast. Its colors were quite unique, exotic and eerie. Clouds, large oceans and continents made up the surface. It shared some similarities with earth, but was at the same time quite alien.

"Attention all passengers of the U.N. - your captain - remain calm and stay - everything - control The - ompression - at our destination, the Trap - system, system, system, system... - The AI voice spoke again, with varying pitch and speed. - Decompression detected across - levels. Reactor temperature critical.

Suddenly, a massive shockwave swept through the ship, causing serious damage. Moments later, the lights are gone.

For a second, there is silence. People cease fighting, or even moving, nobody dares whisper.

Slowly, the power comes back online, and the emergency AI speaks again - "Warning: Reactor meltdown Imminent. Warning, Collision with Laland 21185-b in T - 8 minutes. Warning: Computer systems corrupted by unknown intrusion. Rebooting Operating System. Operating System Online. Top priorities: Reduce impact velocity. Seal airlocks. Evacuate population."

The shockwaves continued to hit, as the ship turns around and fires its main engines. - "Last call to all passengers. Proceed immediately to evacuation pods on Deck 3: Docking"

There was no more time left for petty arguments. People took what they could and left the ship behind, before it blows into pieces. Not everyone could make it in time... many were left behind while some pods left at half capacity.

Image

The planet's atmosphere was significantly thicker then that of earth, leaving time for the pods to slow down and alter their course towards dry land. Massive parachutes are deployed to lessened the impacts. Some do calculations, others brace for landing, many pray, most are terrified, all stay silent.

The readings quickly come in.
Code: Select all
Atmospheric Composition:
9% O2, 8% O3, 50% N2, 19% He, 8% Ne, 3% CO2, 3% HC4,
Outside Temperature:
-51 °C.
Pressure:
0.2 PSI
UPDATING
Atmospheric Composition:
15% O2, 52% N2, 18% He, 10% Ne, 4%, CO2, 1% HC4,
Temperature
-15 °C...
Pressure:
5 PSI
UPDATING...
[i][b]- ESTIMATED SURFACE AVERAGE -[/b][/i]
Atmospheric Composition:
21% O2, 50% N2, 18% He, 8% Ne, 2%, CO2, 1% HC4,
Temperature
8 °C
Pressure:
15 PSI


App:

Code: Select all
[b]Part I. [/b]
[i]Faction Leader[/i]:
[i]Faction Leader Appearance[/i]:  (optional)
[i]Faction Leader[/i] Biography: (should include date of birth)
[b]Part II. [/b]
[i]Faction Name[/i]:
[i]Faction Color[/i]:
[i]Faction Ideology[/i]: (the more radical, the better)


HARMONY DATABANKS

Code: Select all
U.N.E. Harmony

Date of Departure:
2070

Scheduled Arrival:
2291

Current Date:
2167

Total construction costs:
8.71 Trillion C-

Crew:
271

Passengers:
12791

System Log:
Last radio contact on --------, scheduled system maintenance ----------.
Error: File not found or corrupted.

Captain's log:
NULL

Maintenance log:
NULL

Mission Status:
Performing Lalande assist



-

Welcome to Planetfall

In this roleplay inspired by SMAC (and the outworld NS RP), each one of us will take command of a tiny human colony on an alien planet. There will be some game mechanics to back up the RP, but have no fear, It won't be hard to get a hold of it.
I promise?


Some other stuff:




Governor App:

Code: Select all
Faction:
Base ID(s) to govern:
During turns:
Governor type:


Governors to choose from:
- Industrialist: Focuses industrial growth.
- Militarist: Focuses Army, Navy and Air Force buildup and will stockpile munitions and fuel.
- Philanthropist: Focuses Improvement of your people's welfare.
- Technologist: Focuses Technological Development.
- Environmentalist: Focuses cutting back on pollution/building up renewable energy.

You can also combine Governors for special aims.



Governors will not modify relations with other factions, nor will they give orders to units.
Last edited by Harkback Union on Mon Feb 12, 2018 5:33 am, edited 17 times in total.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 4:29 pm

The Mechanics.

OUTDATED!
New rulebook under construction on the IC with finalised, re-balanced mechanics.



Part I.
Time

Image


Time is divided into Mission Years. Every mission year covers a span of 1 orbit which is about 12 months in earth time, a mission year counts as a turn in the mechanics. Every Turn consists of 3 Phases: Civilian Phase, Clandestine Phase and War Phase. Leaders have to post their turn orders in advance for each turn phase and they will be resolved simultaneously. Here is a quick rundown of how things play out:

1 - Civilian phase - Factions announce their plans for economic, social and scientific development in any order.

2 - Clandestine phase - OPTIONAL - Factions engaged in covert or overt wars encrypt their orders for their military and spies using an online encryption service, preferably
https://encipher.it/ - Simply write your orders into the text box and hit encrypt. Then give the encription a password. DO NOT FORGET THIS PASSWORD!
Then add the encrypted orders like this one:
EnCt2cae092d1a1084d496d7fae30e8ff07e5b117dc8bcae092d1a1084d496d7fae30CVneayU+YAB
v9ZJzXFdZNHiODoD74t/6M0YCvZk7X5yBeucCYLyH+Q==IwEmS
...To your post. Once all factions engaged in wars/covert operations posted their encrypted orders, all factions must announce their encryption password and reveal what the order contains. IMPORTANT! DO NOT EDIT YOUR POSTS CONTAINING ENCRYPTED ORDERS AFTER THE PASSWORDS HAVE BEEN SHARED! IMPORTANT! Do not use the same password multiple times for encryption!

Or you can just TG me your orders for verification, If you trust me that is.

3 - War phase - OPTIONAL - The war phase has 3 sub-phases
- Advance: Units which were given secret orders move simultaneously
- Reaction: Units that weren't given orders earlier or have moves left can move now, but only to non-enemy bases (they cannot attack enemy bases), Aircraft not given orders yet can be ordered to intercept incoming enemies. Missiles can be fired at any target you are currently at war with. This is done publicly and in any order the effects of the attack are not resolved yet!
- Battles: Once everyone is done reacting, the Battle begins! Missiles hit, the Psychological, weapon and then the melee attacks get resolved in weapon order.



Part II.
Space.

Image


There are a number of base locations on planet, each symbolized by a grey circle on the map. it is here where bases can be built. Bases are connected to one another via grey lines. These are land and sea paths. Armies and trade routes move along these paths. Every base location comes with a set number of building locations depending on what region of the planet they are on. Nope, each base can grow as large as it wants. There are a total of 5 regions on planet. Blue, Green, Orange, Purple, Grey. Blue areas are covered by seas, Green by alien jungles, Orange by strange spherical coastal plants, Purple by Xenofungus and Grey areas are barren arctic wastelands.


Part III.
Economy & Bases


Image


Chapter I. The Resources.

FOOD

Food is the most essential resource to human survival. Every unit of population consumes 1 Food every turn. If there isn't enough food to feed your population in a turn, 25% of your starving population will die, rounded up. For Example, if 3 of your population goes without food, 1 will die. If 1 starve, 1 will die, if 5 starves, 2 will die. Food is produced from various sources: Hydroponics facilities, Seaweed farms and Plantations. Food CANNOT BE STORED, surplus food is either traded to other factions or is spoiled.

METALS

Metals feed your Industry. 1 Metal source "Feeds" 1 Industrial Plant. If the plant is not built at the site of the metal source, you must make sure roads and/or ports connect the plant to the metal source, or else the Industrial Plant will be inoperable! Metal cannot be stockpiled!

ENERGY

Energy fuels your faction's machines. Windfarms, Hydro plants, Combustion Plants, Fission Reactors and Geothermal plants and some other facilities produce more energy. Energy is used to power your base facilities. CANNOT BE STORED/CARRIED OVER FOR THE NEXT TURN! (until superconductors technology is researched and you build Hyper-capacitors)
By default, each base has its own energy grid and cannot share its energy to other bases or units elsewhere. Build roads/power lines to exchange resources!

PETROLEUM

Petrol is an excellent portable energy source used to power mechanized troops, naval units and aircraft. Petrol can also be used to supplement raw material in factories and cover any energy needs! 1 Petroleum => 1 Energy conversion may be performed any time. Petrol is a strategic resource which can be amassed in any quantity in faction's inventory, which is by default located in your capital. From there, it can be deployed anywhere on the globe without additional expenses or regard to trade connections, however, you may only add the petrol to your faction's inventory if there is a trade connection between the faction inventory and the source of petrol..

HEAVY ELEMENTS

Heavy elements are mined and refined in Heavy Element facilities for use in fission reactors and weapons. Same rules regarding storage and distribution as with petrol.

NOTE: Faction Inventory (Its strategic reserves)
By default, your capital base will store the valuable resources of Petrol and HE at 0 expense and without need for any special investment in infrastructure, however you may choose to relocate the reserves elsewhere. Doing so costs 1 IP and 1 Energy for the turn and the target base must be connected via trade.


Chapter II. The other things of vaule.

BUILD POWER
AKA, Industrial Power.


Build Power Represents the might of your heavy industry which is used to build new Base Facilities, Units and Secret Projects. Build Power cannot be stored but you investment in unfinished structures/units isn't lost between turns.

RESEARCH POWER

Research power is produced by laboratories and is used to research techs and to build Secret Projects . Research power cannot be stored but your investment in unfinished structures/techs isn't lost between turns.

IDEOLOGICAL POWER

The People's faith in the Ideology you advocate. Ideological power can be used to run social programmes. Important, Ideological power cannot be stockpiled, you must spend each turn's income or else its wasted. You can get Ideological power from special facilities or from high harmony in your bases.

CIVILIAN GOODS

Produced in Civilian factories, these product help improve your people's lives and supply some types of facilities with crucial equipment. Civilian Goods can be stockpiled anywhere and everywhere, but its recommended that you keep them in your faction inventory for simplicity's shake. 1 Civilian Goods can feed 1 population for a turn in case you are running low on food.

POPULATION

Population is... well... your followers. Every unit of it accounts for about 100 citizens and they always live in one of your bases. You may increase your population over time. If your faction's population is between 0 and 20, you may add 1 population at the start of every mission year. This population will count as kids and will be unable to work for the duration of the turn, but it will consume food and need housing as a regular population. If population is over 20, then 2 population may be added every mission year.
But beware, overcrowding in your bases can quickly disrupt your faction's integrity.

Population, aside from working at facilities and joining into military units can work as Laborers, Thinkers and Scavangers.
Up to 3 population per base can scavenge in most areas, up to 5 population can scavenge in Alien Jungle bases.
Scavengers gather 2 food per quarter.
There is no limit to how many Laborers you can have and they each generate 1 Labor.
Thinkers generate 1 RP per quarter. There is no limit to their numbers either.


After spawned in a base, a unit of population can be moved to any other base at the expense of 1 energy, as long as they are connected via ports/infrastructure.

HARMONY

Harmony represents the Health and happiness of your colonists as well as public order in your bases. The default value of Harmony for every base is 0.

Life on Desponea is no cakewalk. The long workshifts spent in mines and industrial hellholes, the constant fear of the unknown and the depressing sight of Desponea's alien sky is taking toll on the mind's of the populace. Harmony is reduced by 1 for each population living in a base. Low harmony leads to consequences:

- General Strike -
At -5 Harmony (or 5 Disharmony), The Population of a base goes on strike, suspending all industrial activity. No BP, Civilian Goods, spice, Petroleum, Heavy Elements, Supplies or RP May be gained from this base, not even from automated factories, Although BP produced from other bases may be invested here. If your workers strike for 2 conclusive turns, then the workers will resume work for the duration of a single turn. After the 3rd turn, the strike resumes and the cycle repeats.
The General Strike can be avoided if you manage to raise the harmony level of the base through social projects or other effects that play their role during the civilian phase. You may also order military that is present in the base to shut down the strike with violence if your faction is a police state, but doing so will reduce working population by 1 and add "Repression" effect to the base until the police state is eliminated.

- Revolt -
If a base has 10 or more Disharmony (12 under repression, 20 during purges) AT THE END of a civilian phase, 1 in every 5 population will turn into Rebel militias (1-5 pop -> 1 militia, 6-10 pop -> 2 militia, 11-15 - y 3 militia, 16-20 4 militia and so on) and rise up against their opressors. Rebel Militias will fight with the cheapest of conventional weapons against local armed forces (although covert operations can smuggle the rebels better arms) during the battle phase. If the rebels lose, order is restored and the base becomes immune to Revolts for 5 turns, however 1 facility worth at least 3 BP of the owning faction's choice must be destroyed due to the widespread rioting. If the rebels win, then they will either form a rebel faction (if there is a new roleplayer who intends to join in as rebels, he can take control of the rebels. Alternatively, they remain inactive for the time being) or they will join the faction with the highest Ideological power on the planet if there is a faction with 10 or more Ideological power (Can't be the same faction as they rebelled against!

Other sources of disharmony:
For Every unit of population that has no living quarters (lives in slum): -1 Harmony.
War: -1 Harmony for every base while you are at war.
Hostile propaganda and social projects.
Global events.
And the... unkown...

Surplus harmony gives your faction Ideological Power. If the NET harmony (Add together + harmony, deduct - harmony) from ALL your bases has 0-4 surplus Harmony, 0 IP, 5-9 surplus -> 1 IP, 10-14: 2 IP and 15-19: 3 IP and so on.
Basically 1 IP for every 5 Harmony.

SUPPLIES

Supplies represent munitions and equipment used up during wars. Supplies are consumed by most units during combat, those who do not use supplies often use energy instead. Build power (or industrial power) can be used to make more supplies. 1 BP -> 2 Supplies and yes, 0,5 BP can be converted to 1 supplies (does not work backwards, you cant turn supplies into BP).

SPICE
Spice is a rare substance found in small quantities at Xenofungus and Arctic regions. A Unit of spice can be at any time consumed by your population to boost a base's Harmony for that quarter by 2 (Max 1 spice used per unit of population!).


Chapter III. Base Facilities.

General Info

Base facilities are built inside base locations.
Every Base facility has HP equal to their minimal BP costs (For example, windfarms always have 2 HP).


The Type E

Type E Base facilities are the bulk of the economy. In most cases, Workers and resources come here to produce new stuff while Some other Type E facilities work on their own. Their list is at follows:

Hint for reading list:s
Name - Build costs / Prerequisites - What it's useful for.

Energy

Renewable Plant - 2 BP + 1 BP for each such facility in the same base - + 1 Energy supply.
"Wind, Solar, wave farms"

Hydro Plant - 2 BP - Can only be built in Riverside Base Locations - + 3 Energy. Max 1 Per base,

Geothermal Plant - 2 BP, Requires a free Geothermal Source, Desponea Geology Tech - + 2 Energy (+1 With Geotechnical Engineering).

Coal Plant - 2 BP or 5 Labor - Extracts and Burns Coal and Biomass from the nearby environment to generate energy. Cannot be built in Deep sea bases. 1 Worker can work here to produce 2 Energy per quarter (+1 With Exoplanet Geology). Heavily pollutes the environment.

Fission Reactor - 2 BP, 1 RP, - By employing 1 population, The reactor can produce 20 energy per quarter from 1 Heavy Elements.

Dark Energy Node - 2 BP + 1 BP for each Node in the same base, 1 RP, Dark Energy Tech - Produces 3 Energy. Works everywhere. Scientists warn that concentrating too many Nodes in the same base could lead to... unpredictable consequences.

Hiper-capacitor - 3 BP, 1 RP, 1 Build space, Superconductors - Stores up to 20 energy.

Agri/Aquaculture

Hydroponics facility - 2 BP - 1 Worker + 1 Energy => 3 Food

Plantation - 2 BP or 5 Labor - Only available in jungles. 1 Worker + 1 Energy => 3 Food

Algea farm - 2 BP - Produces 1 food flat and consumes 1 energy while operational.

Mining

Deep Mine - 2 BP or 5 Labor + 1 BP for each deep mine in base - 2 Worker => 1 Metal source or 1 Worker + 1 Energy => 1 Metal source. Cannot be built in underwater.

Deep Sea mining facility - 2 BP - Underwater version of the surface mine.

P.E.R.U. (Petroleum Extractor and Refiner Unit) - 2 BP, Desponea Geology tech - Can be relocated to another base at the price of 1 energy/move. Uses 1 Manpower (employs 1 population) to extract 2 petroleum every quarter from a petroleum source. By Default, 1 Petroleum source allows only 1 P.E.R.U. to extract it but with Geotechnical Engineering tech, 2 P.E.R.U.s can extract petrol from the same source. Petroleum may run out at some point.

Heavy Element Facility - 2 BP, 1 RP - Mines and refines heavy elements. Employs 1 worker and 3 energy to extract and refine 1 unit of Heavy Elements.

Borehole - 2 BP (+1 BP if built underwater), 1 RP, Borehole mining - Mines Metals on a large scale. 2 Workers and 3 energy provides 4 metal source here. Every active borehole counts as a geothermal source! Surface and Deep sea mines can be upgraded to boreholes at the price of 3 BP and 1 RP.
Very unlikely to run out of Metal to mine.

Industry

Manufactory - 5 Raw Labor - Uses 1 Metal source and 2 Workers to produce 0.5 BP

Industrial Plant - 2 BP, - Uses 1 Metal + 1 Energy + 1 Workers => 1 BP

Civilian Factory - 2 BP, - Uses (3 Food or 1 Petrol) + 1 Energy + 1 Workers => 1 Civilian Goods.

Automated Industrial Plant - 4 BP, 1 RP, Industrial Robotics - Uses 2 Metal and 2 energy To Produce 2 BP every quarter. Can work at 50%. Can be upgraded from Industrial Plant (costs 2 BP and 1 RP).

Automated Civilian Factory - 4 BP, Industrial Robotics, 1 RP - Works just like the civilian factory except for Workers are replaced by energy in the equation (1 worker is replaced with 1 energy). CAN be upgraded from civilian factory (costs 2 BP, 1 RP).

Fuel Synthesizer - 2 BP - Can Turn 5 Food or 2 Spice into 1 Petroleum, costs 1 energy extra to operate.

Commerce & Infrastructure:

Roads, pipe and power lines - 2 BP OR 10 Labor - Built not in a base but between 2 neighboring base sites. Allows them to exchange Goods, Resources and BP. Also allows (some) Mechanized units to move 2 spaces per quarter. INDESTRUCTIBLE.

Monorails - 3 BP, 1 Civilian Goods, Superconductors - Built not in bases but between 2 neighboring bases. Allows population in one base to work in another, as long as they are connected by monorails. INDESTRUCTIBLE. Costs 1 Energy per turn to maintain. Provides 1 harmony to the 2 bases it connects. Max 2 harmony per base bonus.

Network Link - 2BP, 1 RP, Information Networks - Allows your faction to exchange RP and technologies with any other Faction that also has a Network link built in one of their bases. Unencrypted exchange costs Energy 3 times the tier of the tech exchanged, so tier 1 techs cost 3 energy, tier 2 tech cost 6 energy. The energy is always drawn from the sender faction, not the receiver. Techs shared through unencrypted exchange can be stolen by Datajacks. Encrypted exchange cost the same as Unencrypted + 2 Energy on both sides.

Freight Port - 2 BP - Can only be built on Coastal and Underwater Bases. Allows this base to exchange resources, goods and BP (but not Energy, RP and PP) with other bases that also have a freight port.

Space Port - 5 BP, 2 RP - Space Center - Allows you to build space units (with weapons facility) on this planet. Lets you ship 4 Resources or 2 trooper units or 1 mechanized unit or 1 colony pod every quarter for 2 Petrol and 1BP from where it is to another moon/planet (with a non-reusable rocket).

R&Đ:

Research Facility - 3 BP, 2 Civilian goods (goods can be invested at any point), - Employs 1 Population and 2 Energy to generate 5 RP towards any tech every quarter. Max 1 R&D building Per Faction by default.

Supercollider - 4 BP, 2 CG, - Employs 1 Population and 2 Energy to generate 5 RP. Unlocks additional Research. Max 1 R&D building Per Faction by default.

Research Hospital - 4 BP, 3 CG, 2 RP - Max 1 R&D building Per Faction by default. Employs 1 Population, 1 Civilian Goods and 1 Energy to generate 5 RP per turn. Unlocks additional Research.

Network Mainframe - 2 BP, 2 RP, 2 CG, No build space - Max 1 R&D building Per Faction by default. Employs 1 Population and 2 Energy to generate 5 RP per turn. Unlocks additional techs. Halves planning time for all your datajacks while operational.

Space Center - 6 BP, 2 RP, 1 Build space - Max 1 R&D building Per Faction by default. Unlocks Orbital and lunar construction projects Along with additional technology. Employs 1 Population and 2 Energy to generate 5 RP. Lets you ship 4 Resources or 2 trooper units or 1 mechanized unit or 1 colony pod every quarter for 5 Petrol and 2BP from where it is to another moon/planet (with a non-reusable rocket).


Type C

Type C base facilities are Built to support your population and improve the lives of your civilians.

Base Core - Cannot be built with BP. Instead it unpacks from colony pods. - Provides life support and acts as a foundation for other base facilities. Without employing ANY population, the base core provides the following:
- Alien Jungles: 2 Food,
- Xenofungus: 1 Food, 1 Metal source
- Coastal: 1 Energy, 1 Metal Source
- Deep Sea: 2 Metal source.
- Barren: 1 Energy, 1 Metal source.

The Core has 5 HP and 1 Kinetic attack. Base cores use neither energy nor ammo to 'shoot'. After losing all its HP in a battle, instead of being destroyed, the base core remains operational though it cannot attack and will automatically surrenders to the last faction standing in the area!

Housing:
Each type of housing provides shelter and home to 1 population.

Slums - Free - Houses your population by default. No energy maintenance. -1 Harmony

Habitation Pods (Special) - Cant be build - Can be relocated at the price of 1 Energy/move to any other base along with the population inside (no need to pay extra for pop move). 1 move per quarter. No energy maintenance. May move underwater.

Housing Projects - 1 BP - 1 Energy per turn to maintain. Cannot be built at underwater sites.

Classy Suburbs - 1 BP, 1 Civilian Goods - Houses 1 Population, costs 2 energy to maintain. +1 Harmony. Cannot be built at underwater sites.

Aquatic Apartments - 3 BP - 1 Energy maintenance

Service, Entertainment & Media

Food Dispenser - 3 - Improves quality of food consumed by the locals. Uses 1 energy or 1 spice. Provides 1 Harmony and 1 Food. Max 1 Per base.

Emergency Provisions - 3 BP, 3 CG - Immune to sabotage but destroy-able in battle (3 HP, can be activated when damaged). Destroyed upon activation. Can be activated to:
Provide 3 BP for a turn or
Provide 10 Food for a single turn or
Provide 5 Energy for a single turn.

Recycling Plant - 3 BP - Improves health by cleaning out germs from your base and recycles waste. Uses 1 energy. Improves Harmony by 1 and provides 1 Metal source. Max 1 per base. Also reduces population loss in the base from toxic attacks per turn by 50%, rounded up (If 3 pops would have died in a toxic attack, only 1 die instead...)

Infirmary/Polyclinic - 3 BP - Uses 1 Energy, 1 Civilian Goods and employs 1 Population to improve Harmony by 5 (more with advanced techs). Also reduces population loss from toxic attacks (in the base where it is) by 50% (Stacks with above facility for 100% coverage, making toxic attacks completely ineffective). Max 1 per base.

Recreational Commons - 3 BP, Psychic studies tech, max 1 Per base! - Uses 1 Energy per quarter, Improves Harmony by 2 and Lowers strike threshold for the base by 3 while operational (So your workers strike at 8 disharmony rather then 5). Max 1 per base.

Pleasure Dome - 3 BP, 3 Consumer Goods. Requires recreation commons, Improves harmony by 3, uses 1 energy.

Propaganda 'Media Center' - 3 BP, 2 civilian goods, Information Networks and Social Dynamics Tech - Uses 2 Energy and Employs 1 population when operational, Provides 2 Ideological power. Max 1 per faction.

University - 3 BP, 2 Civilian Goods - Uses 1 Energy, 1 Consumer Goods and employs 1 Population. Increases limit of research buildings by 2.

Cloning Vats - 3 BP, 2 RP, Requires Gene-engineering tech - Employs 1 population, Can spawn 1 population each turn at the price of 1 energy and 1 BP. Unlike to kids, these populations can work right away but will also need 1 food for the turn if they want to stay alive.

Terraforming Project - 6 BP, 2 RP, +10 Raw Labor per pollution level - Terraforming tech, only in alien jungle, coastal and Xeno-fungus areas - Terraforms the base location so that it has an earth-like climate and vegetation. The base core will provide 2 Metal source, 2 Food and 2 Energy instead of its old income. Additionally, the base may grow spice (if it couldn't already) and recieves +5 Harmony.


Type M

Type M facilities builds up the might of your faction and helps you keep population in check.

Unit Production and Security:

Perimeter Defense - 3 BP - Has 3 HP which regenerates every quarter unless the facility is completely destroyed. If the perimeter defense is not destroyed during a battle, then any ground unit that was inside will be shielded from all Kinetic and Thermal damage. The perimeter defense prevents the base from being captured as long as it is not destroyed. Max 1 per base.

Weapons Facility 4 BP - Can assemble up to 1 Mechanized, Air or Naval unit per quarter (You'll also need to pay the price in BP/RP) (you can carry over unfinished units for next turn). Employs 1 population.

Air Base - 3BP , Costs +1 BP and +1 RP if built underwater - Fields 3 Aircraft.

Naval Base - 3 BP Coastal and deep sea bases only - Fields 3 Naval Craft.

Missile Base - 3 BP, 2 RP, can be build in every kind of base - Fields 2 Ballastic Missiles. Considered underground by default, Has 6 HP. Auto-repairs itself after the turn its damaged. May be ordered to self-destruct when a hostile faction takes over its base.

Population control & Espionage:

Secret Police HQ - 3 BP, 1 Civilian Goods, 1 Conventional Weapons, Psychic research tech - Employs 1 population and 1 Energy and can operate in 5 modes:
Curb Dissent - +1 Ideological power and +2 Harmony In your capital.
Silence Dissent - Eliminates 3 disharmony in all bases (After you calculate harmony, if its negative, you may remove up to 3 disharmony but not use this to gain positive harmony).
Quota-based Purges - Lasts 5 turns. Reduces Population by 1 in 3 bases of your choice during the first turn, Ensures no strikes occur in the following 5 turns in any of your bases, sets riot treshold to 20 disharmony. 50% less RP gained from all sources during the effect of the purges.
Counter-espionage - 1 free sentinel operative while in this mode which can only operate in your bases.
Mobilization - Gain 2 kinetic attacks (uses supply) for the battle phase in a FRIENDLY base of your choice.
Max 1 Secret police HQ per faction.


Surveillance network - 1 BP, Secret Police HQ or Intelligence center - Costs 1 energy to run. Negates 2 Disharmony. Max 1 Per base. Sentinels defending a base with a surveillance network may hunt for 3 types of enemy covert agents simultaniously!

Intelligence Center - 3 BP, 2 Civilian Goods, clandestine operations tech - Each Employs 1 population and 1 energy to train 1 covert operative every 5 turns. Each Active Intelligence Center can support up to 3 Covert operatives and hold 3 captured enemy agents. Covert operatives come in 5 forms:
Spies, Sentinels, Propagandists, Saboteurs and Datajacks. Most of these agents need to plan ahead their operations. This is done with encrypted posts, the keys/passwords to these you can keep secret until the operation is executed. The existence of all agents and all their order can be kept fully encrypted until they first come into play.

Sentinels - Can be ordered to defend a FRIENDLY base against 2 types of hostile operative (Propagandist, Saboteur, Datajack, Spies, Sentinels). It will be unable to defend against the other 3 types of hostile operatives. The sentinel can thwart 1 hostile operation it is defending against per year, so if multiple enemy operations are carried out and you only have 1 sentinel, you must choose which one to defend against. Whenever your sentinel thwarts an operation, you can choose to kill or arrest the enemy agent. Arrested agents can be traded with other factions. IMPORTANT. Your sentinels can only thwart plans when they are executed, not when they are planned!

Propagandists - Can be ordered to forment unrest in a target base. Such an operation takes 4 turns the plan. During the clandestine phase of the 5th turn, if there is a sentinel hunting for propagandists, the operation fails and the propagandist is captured. If there are no sentinels searching for propagandists, then the target base's Harmony is reduced by 5. If this change is sufficient to start a revolt, a revolt breaks out and is resolved in the battle phase. If a revolt has broken out and the covert agent remains in place, he may smuggle 1 piece of weapons/equipment per turn to the rebels.

Saboteurs - Can be ordered to sabotage a base in 2 ways, each take 4 turns to plan and come to effect in the 5th turn:
-Chaos Doctrine: shutting down 2 facilities for a turn (cannot be operated) and damaging 1 facility for 2 HP, which is also rendered inoperable until repaired with 2 BP.
-Terror Doctrine: Targets a single facility which must have workers or inhabitants. Kills 1 population, damages the facility for 2 HP and reduces harmony by 2 for 5 turns.

Datajacks - Can be ordered to steal technology or disrupt research. Both take 4 turns to plan, 1 turn to execute. Both must target a base with some type of RP-producing facility or university. If disrupt research is successful, 5 RP is removed from an enemy's ongoing research project of your choice (you can't make him unlearn complete techs this way). If you choose to steal tech and are successful in doing so, you may learn any of your opponents technologies as long as you know all the techs that lead up to it or copy all progress on an ongoing research project (You'll end up with the same amount of RP as your opponent, don't add the RP of your opponent to your own project!)

Spy - Spies devise elaborate schemes with which to double-cross themselves and make sure everyone is too confused to forsee the plot twists coming up ahead. Spies can be ordered to Gather intelligence on other intelligence services or blend in and assume the role of an enemy agent, allowing you to change the target of said agent's plans, unless your spy was a the spy of another faction to begin with, which means... ugh...

Spies can target base where you know or suspect that the enemy has an intelligence center. Then you must make up to 2 predictions as to what agents based in that area will do next. (what type of agent will target what base). If any of your predictions come true, and there are no sentinels defending the base:
- A, You may learn all classified information (ongoing operations, secret projects, army size) from your opponent.
- B, Retarget the operation you predicted towards another base, or in the case of sentinels, if the sentinels has a choice over what agents to catch, you may choose instead of your opponent.

Note: Spies have priority over sentinels ONLY If there is a sentinel defending, and you predicted that a sentinel will be defending the base site, you may choose its target. However, if its only valid target is your spy, then your spy will be captured. In every other case, a sentinel defending against a spy will act first and capture the spy before it can retarget the ability of another agent.

Hope that made sense...




Type S


You may suggest secret projects, special units and special facilites to whomever the OP is via TG for negotiating. Once approved, you may initiate their training/construction at once. You may only build a secret project once in one base. Special facilities and special units may be built any number of times anywhere (unless stated otherwise).

These units/buildings can be built by your faction only! Secret projects are built in secret, you do not have to reveal what they are (unless you want to use them or if you have been spied upon), you only have to tell how much stuff you invested in it. You may request 1 Secret project or Special facility or special unit from the start and gain additional 'slots' by researching technologies.

Special units can be created from components other then those listed in the rulebook. Units designed from parts found here do not count as special!




How to War

During the build phases:
Step 0 (Optional): Prepare for war by building units, making allies and amassing munitions and fuel.
Step 1: Declare war VENDETTA. This costs you nothing and can be done whenever. You can take Step 2 In the same turn, which is:
Step 2: Attack by moving your units into an enemy base (note, units cannot move during the turn they were built, but they can take part in battles).

After the clandestine phase ends, planned unit moves are processed. Then, Before combat starts, Units that were not moved this turn can spend their movement to relocate to friendly bases (this is called reaction). Missiles and aircraft are exception. Air units can intercept incoming enemy aircraft while missiles can be fired at any enemy base, even during reaction or during the battle phase.

When 2 opposing factions are at war and have units/buildings in the same base location after the reaction takes place, combat MAY occur, if one of the sides intends to engage. This is the final part of the War phase.

Before jumping to the combat part, allow me to introduce the unit stats.


How units work

Every unit has 5 main types of property:
-What kind of unit it is. There are 8 options: Trooper (infantry), Mechanized (tanks, walkers), Air (Jets, Helicopters, Airships), Space ships, Naval ships, Naval Submarines, Swarms and Ballastic Missiles.
-If its robotic or human (made purely out of steel and electronics or if there is a crew inside...)
-How Deadly it is. (type and number of its attacks).
-How Hard is it to get killed. (Health, evasion and shield points)
-How Much it can move around on the map (Speed) and if movement costs energy/petrol.

Additionally, Some units may require resources or some structure to be operational.

Every unit has a set number of attacks of the following types:

Priority (effects apply before all other attacks):
Psychological - Takes effect before all other attacks. Uses no ammo. Cannot target robotic units. Disables the unit for the battle (it cannot attack). If it targets troopers, it also removes all EP.

Main attacks (apply simultaneously):
Kinetic (Rifles, Tank barrels) - Uses up 1 supplies. Nothing special about it. Deals 1 Damage. Does not work underwater. Works in space.
Thermal (Flamethrowers, Plasma guns) - Uses up 1 Petrol. Can only target land units and buildings. Deals 1 Damage to its targets and an additional 1 damage against swarms. Ignores shields. Does not work underwater. Works in space.
Explosive (Artillery, rockets, bombs) - Uses up 2 supplies. Deals 3 Damage to troops and buildings, 2 to aircraft, 1 to everything else. Works underwater, but there it only deals 1 damage in all situations. Whenever its used on class C base structures, 1 Population is killed (unless its shielded by bomb shelters).
Laser - Uses 1 energy. Deals 1 Damage. Ignores evasion and deals damage directly to shields and HP. Does not work underwater.
Torpedo - Uses 1 Supplies. Deals 3 Damage. Can only target naval units and deep-sea bases. Works underwater. Does not work in space.
Electro-magnetic - Uses 1 energy, Destroys robotic units. Destroys All EP of mechanized, Air, space and Naval units. Useless against troopers. Works underwater and in space.
Quantum-wave - Uses 1 Energy. Deals 3 Damage. Works underwater. Works in space

All of the above mentioned attacks are applied simultaneously to both sides during combat in most cases. However, the order of the attacks, in the few cases it matters are always determined in a way so that they deal the most damage.

There is also a special kind of attack, after all the other:
Melee:
Every unit by default has 1 melee attack. Troopers cannot melee Naval, Air or buildings. Mechanized units cannot melee Naval or Air. Naval can only melee naval. Air can melee anything, except for Submarine-type naval units and underwater bases. Air units deal 3 damage if they use their melee attack but are destroyed if they do so. Naval units deal 1 Damage directly to HP with melee but also take 1 HP damage. Same rule goes for mechanized units. Trooper melee simply deals 1 damage.


Every Unit has a set number of Health, Evasion and Shield points:
- Health points represent the overall damage resistance of the unit. If all of these are lost, the unit is destroyed. For each hospital/research hospital you have, you may regain 1 population lost in a battle each turn, but not their equipment. Troopers that do not die in a battle auto-regain all Health if they move into a friendly base. Every other unit can be repaired at friendly bases for 1 BP. Buildings can be repaired too. 1 BP = 1 Health restored. EP and Shields must be depleted before attacks deal damage to HP (except for lasers, Naval melee and the likes.
- Evasion points stand for the ability to dodge incoming fire. EP regenerates after every battle.
- Shield points signal the strength of one's shields. Shields can be charged before battles commence at the price of 1 Energy. Shields only last 1 battle.


How to combat

Battles are also divided into phases. At the start of a battle phase, units are given orders as to which units they should attack. Then, all of the attacks are resolved and we move onto the next phase. Alternatively, attacks can be revealed over the course of IC. It doesn't matter who posts their attacks first, every unit will get to launch its attack and then they will get damage dealt to them from enemy fire.
0, Shields are raised, petrol is payed to ceratin non-trooper units to increase their EP.
1st, The psychological battle takes place.
2nd, The main battle with all the remaining attacks.
3rd, If both factions are still alive, they can order their units to engage in melee!

That's about it... but how do you actually build units, one might wonder...


How to make units

All unit production is done in the Weapons facility (except for Kinetic and Thermal troopers. These units need no designs). It is here where every quarter a unit can be assembled using BP, Metal, Petrol and Rare Elements.

Units consist of parts. Leaders can decide on their own what parts they use when building their units. The units stats, abilities and build costs depend on what parts they are made of. If you find unit designing too tedious, you can another faction to design the units for you.

Before a unit can be produced, it has to be designed (Thermal and Kinetic Troopers are exception! You don't have to design those! Everyone has them after researching Makeshift weapons. You can alsooó train militia and colony pods from the start!). To design a unit, first research the techs needed for the components you selected for it, then spend RP equal to the BP cost of the unit design to Design it. Once you have a design, you can produce the unit. You can share designs with other factions if you have a network link.

Parts come in 4 categories:
- Core Design (determines the unit's HP, what propulsion systems it can have and the amount of weapons and support systems it can carry).
- Weapon systems (determines what attacks the unit has).
- Propulsion systems (determines EP and how the unit moves around the map.)
- Support systems (determines SP, may modify other stats and/or give the unit special abilities.

After a unit is produced in a weapons facility, unless it is a robotic one, its not yet operational. 1 population must be attached to it to bring it into your military. The population that is called to arms still eats food but needs no housing. It takes 1 turn to attach a population to a unit. By the end of the build phase, the unit becomes operational and can fight but it cannot move during the turn it was produced. Units can also be disbanded. This can be done at any time and it does not cost a turn. The population can be put to work immediately after its freed up. Also, The Weapons and the population will be added to the base where they demobilized (And not to the faction's reserves).

The Trooper Core design is known by everyone from the start. It costs 0.5 BP. Troopers have 2 HP and need no propulsion to move around. Troopers that are not given weapons are called "militia". They only have a melee attack BUT they can be armed later on with better weapons.

The list of weapon systems:

Conventional Weapons (0.5BP, Makeshift weapons) - Has 1 kinetic attack which deals 1 damage and uses up 1 supplies. Cannot target underwater units.
Flamethrowers (1 BP, Makeshift weapons) - Had one thermal attack which uses 1 petrol and Deals 1 Damage when fired (2 vs swarms and buildings) and use Ignores shields. Does not work underwater. Cannot target air.
Artillery (1BP, Weapons production) - Has 1 explosive attack which Uses up 2 supplies and Deals 3 Damage to troops and buildings, 2 to aircraft and to everything else. Works underwater, but there it only deals 1 damage in all situations. Cannot be placed on aircraft.
Laser (1BP, High-energy lasers) - 1 Laser attack which uses 1 energy, Deals 1 Damage. Ignores evasion and deals damage directly to shields and HP. Does not work underwater.
Torpedo (0.5BP) - Has 1 torpedo attack which uses 1 Supplies, Deals 3 Damage. Can only target naval units and deep-sea bases. Works only in/underwater.
Electro-magnetic (1 BP, Wave-modulation) - Has one EM attack which Uses 2 energy and can destroy a target robotic units or Destroys All EP of a mechanized, Air and Naval target. Useless against troopers. Works underwater.
Quantum-wave disruptor. (1BP, String Theory) - Has one quantum-wave attack which Uses 2 Energy, Deals 3 Damage, Works underwater.
Coil Guns (0.5BP, Superconductors) - Has a special kinetic attack that uses energy instead of ammo. (It used to ignore EP but that rule is scrapped.)
Hydra Rocket Launcher (1BP, Self-writing code or Neural interface) - Has a special torpedo attack that can also directly attack air and ignores EP.
Plasma Launcher (1BP, Plasma containers) - Has 3 thermal attacks, each use energy instead of petrol.

List of Special ammo (carried by bombers and Ballastic missiles).

Explosive Payload (=2 ammo) - Basically just ammo. Loaded into ballastic missiles and aircraft. Deals 1 explosive damage.
Torpedo Payload (=1 ammo) - Costs ammo. Loaded into aircraft, deals 1 Torpedo damage.
Toxic Payload (Made in Chemical Plants) - Kills up to 3 civilian population in the target base (military units are immune) (Unless base has filtration & sanitation facility and/or hospital. Those reduce the death toll).
EM Payload (1BP, 1 RP, Wave Modulation) - Disables all energy production at the target base for a quarter. Requires
Atomic Payload (5 HE, Isotope Separation) - Obliterates an entire base and its population (save for those shielded by bomb shelters)

List of core designs:

Land

Trooper - Known from the start. 0.5 BP. Troopers have 2 HP and need no propulsion to move around. They can carry 1 weapon.

Light Mechanized - Requires Weapons Production. 1 BP. Has 4 HP, 1 Weapons and 1 Land Propulsion slot.

Special Mechanized - Requires Weapons Production. 1.5 BP. Has 4 HP, 1 Weapons, 1 Support System and 1 Land Propulsion slot.

Heavy Mechanized - Requires Weapons production and Materials Science. 2 BP. Has 8 HP, 1 Land Propulsion slots and 2 Weapons Slot. Uses double fuel.

Fortress - Requires Weapons production and doctrine of survival. 2 BP, Has 7 HP. Cannot have propulsion. Has 3 Weapons slot. Counts as a building. Has to be deployed pernamently to a base that already has perimeter defenses after production. Max 1 fortress per base.

Sea:
(remember, all of these use naval capacity.)

Hydrofoil - 1BP. 3HP. Industrial base. - Needs a naval propulsion system to move (1 naval propulsion slot). Can have 1 Weapon system. If it has none, acts as a transport for either 1 mechanized or 2 trooper units.

Cruiser - 2BP, 5HP, Desponia Hydrology - Needs a naval propulsion system to move (1 naval propulsion slot). 1 Weapon slot, 1 Support system slot.

Dreadnought - 3.5BP, 9 HP, Megastructures - Needs a naval propulsion system to move (1 naval propulsion slot). Cannot have any EP from propulsion. 3 Weapon slots, 1 support system slots.

Submarine - 2 BP, 3 HP, Desponia Hydrology - Needs a naval propulsion system to move (1 naval propulsion slot). Gains Double EP from propulsion. Is the only "Underwater" unit. Has 1 Weapon slot and 1 support system slot. If it doesn't has a weapon, it can transport 1 trooper. Only submarines can capture underwater bases (if all other units there are destroyed.

Carrier - Costs 3BP. 8HP, reqs. Megastructures - Acts as a mobile airbase. Can carry 2 troopers or 1 mechanized unit. Needs a naval propulsion system to move. Has 1 weapon slot. Cannot have any EP from propulsion.

Air:
(remember, all of these need an airbase.)

Basic Fighter - 1BP, Desponea Flight. 2 HP, 1 Weapons slot, 1 Air Propulsion slots, 1 Support system slot.

Heavy Fighter - 2 BP, Megastructures. Has 4 HP, 2 Weapon slots, 1 Air Propulsion slots, 1 Support system slot. Gains half EP from propulsion.

Bomber - 2BP, Desponea Flight. Has 4 HP, Carries up to 1 Payload (which can also be a trooper who paradrops and takes part in the battle the regular way.). 1 Air Propulsion slots, 1 Support system slot. Gains half EP from propulsion.

Flying Fortress - 3.5BP, Desponea Flight, Megastructures. 7 HP. Uses double fuel. Gains half EP from propulsion. Carries up to 2 Payload (which can also be 2 troopers or 1 mechanized unit who paradrops and takes part in the battle the regular way.), Has 1 weapons slot, 1 Air Propulsion slots and 1 Support system slot.

Space:
Can be manufactured at space ports. Repairs to spacecraft can only be made at space ports.

Shuttle - 2 BP. 4HP. 1 Space Propulsion and 1 Support System slot. Has 3 cargo space. Each cargo space can store 2 units of any resource (including wealth and BP but not E), 1 population 1 trooper unit, 0.5 Colony pod or 0.5 mechanized unit.

Space Destroyer - 2.5 BP. 5HP. Has 2 Weapons slots (exchangable for support slots) and 1 Space propulsion slot.




Ballastic:

Ballastic Missile - Reqires 1 Rocket Propulsion system. Carries 1 Payload.


List of Propulsion Systems:

Land:

Petrol Engines & Tracks: 0.5 BP, Available from start. Allows the unit to move up to 2 spaces every quarter on roads (Each space a base) or 1 spaces if there are no roads.

Petrol Engines & Mechanical legs: 1 BP, Mechatronics. Allows the unit to move up to 2 spaces every quarter on roads and off-roads. Uses 0.5 Petrol per spaces moved when traveling on and off-road. Has 1 EP (if halved, rounded down).

Electric Engines & Tracks: 1BP, Superconductors. Same as its Petrol powered counterpart but uses 1 Energy per space (on roads) and 2 Energy per space (off-roads).

Electric Engines & Mechanical legs: 1BP, Mechatronics, Superconductors. Sames as its petrol powered counterpart but uses 1 energy per move instead. Has 1 EP(if halved, rounded down).

Naval:

Petrol Engines & Propellers: 0.5BP, Available from start. 2 EP. Uses 0.5 Petrol to move 1 Space per quarter.

Biofuel Engines & Propellers: 0.5BP, Inorganic Chemistry. Uses 3 Food or 1 spice to move 1 Space Per quarter. 2 EP.

Electric Engines & Propellers: 1 BP, Superconductors. Uses 1 Energy to move 1 Space per quarter. 2 EP.

Fission Engines & Propellers: 2BP, 1 HE, Nuclear Fission. Never ever uses fuel. Can move 1 space per quarter. Has 2 EP. If the ship has energy-powered weapons, those don't cost any energy to fire either.

Jet engines: 1BP, Desponea Flight. Uses 0.5 Petrol to move 1 space per quarter. May gain 4 EP for 0.5 Petrol during battles.

Aerial

Petrol engines, Helium Ballast & Propellers - 1 BP, Industrial Base. Can move 1 space per quarter both land and sea at the price of 0.5 Petrol. Doesn't need to be stationed at airbase (but still uses aircraft cap).

Jets - 0.5 BP, Desponea flight. Must be Always stationed at an airbase. Every quarter, Jet-powered aircraft can fly to another nearby base in a 3 base radious to take part in a battle there. After the battle, the aircraft returns to its base and is available for another operation next turn. Jet powered aircraft that is not given orders during the peace phase can, during the reaction phase intercept an air attack in a 3 base radius. When intercepting, an air-only battle will take place between the 2 sides before the regular war phase plays out. Aircraft that use their attacks during the intercept cannot attack again this turn and may choose to disengage and return to base. Depending on how far planes fly, they consume fuel: 0.5 Fuel when flying 1 bases away, 1 Fuel when flying 2 bases away (return trip included).
Jets have 2 EP.

Turbojets - 1BP, Mechatronics. Same as jets but has twice the range and twice the EP boost: (4 EP).

Proton jets - 1BP, Particle Physics. Same as Turbojets but has 1 uses energy per bases flown.

Antigrav - ???? tech, 1BP, Same as Petrol powered propellers and helium ballast but moves 2 spaces per turn at the price of 1 energy.


Space

Conventional Drive - 1.5 BP, Astrophysics. Every quarter, Conventional drives allow spaceships to travel anywhere within a planetary system from one base to any other on the same planet at the price of 2 Petrol, Can travel from a planet's surface to the planet's orbit at the price of 4 Petrol. Can move between orbits of the same planetary system (a planet and it's moons) at the price of 1 Petrol and land on planets/moons at the price of 1 Petrol.

Fission Drive - 2.5 BP, Fission Drives. Works like Conventional drives, but instead uses 1 HE on the turn when moved, regardless of the distance moved. Weapon and support systems of ships with fission drives consume no Energy if the unit moved this turn or if 1 HE is expended to fire up the reactor.

Plasma Drive - 1.5BP, Plasma Drives. Works like conventional Drives but uses 3 Energy instead of petrol.

Ballastic

MRBM - 0.5 BP, Solid fuel Rocketry. Has a range of 2 bases.
LRBM - 1 BP, Solid fuel Rocketry. Has a range of 3 bases.
ICBM - 2 BP, Solid fuel Rocketry. Can hit any base on Desponea.
IMPORTANT! All of the above ballastic missiles cost 0.5 fuel per base range to launch.


List of Support Systems:

Reinforced Armor: Costs 0.5 BP, Materials science. Increases HP by 2.

Visual Counter-Measures: Costs 0.5 BP, Available from start. Gives the unit 1 EP.

Electronic Counter-measures: 1 BP, Information networks. Gives the Unit 2 EP.

Robotic core: Costs 1BP, Robotics tech. Makes the unit operable without population.


How to Diplomacy

There are 3 relations that can exist between factions:
-Allied: Can only be established with mutual consent! By default, only your bases count as "friendly" for you. If you get an ally, his bases will count as friendly too.
-Neutral: You start from here. Allows trading. You can only get from Hostile to neutral with mutual consent.
-Hostile: If your units move into the same base location, battles will occur.
Relations can be changed at any time, including the middle of a battle. Moving from allied to hostile can be done without the other faction's consent and free of charge. Improving relations on the other hand costs 1 Wealth. Either faction involved can pay the wealth cost. Both positive and negative Propaganda can be aimed at any faction regardless of your relations. You can also spy on/sabotage your allies.


Part V.
Social Engineering

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Paradigms
Social engineering works similarly to research, but instead of research power, Ideological power is spent to establish a certain paradigm in your faction. The more Ideological power your faction has, the faster the paradigms are adopted. Some paradigms have maintenance costs in Ideological power, which are deducted from your income. If you cannot afford to maintain a paradigm, its positive effects are cancelled, while its negative effects remain, until you manage to pay the fees or adopt another paradigm of the class.

There are 5 classes of paradigms: State, Economy, Values, Architecture and Planet. Your faction may adopt only a single paradigm from each class.


State
Who has power?

AUTOCRATIC
The one
Requires: 10 IP investment to adopt, Social Psych
Must designate a base to be capital.
Effects: +1 Ideological power, +5 Harmony in capital.
No strikes in bases with mobilized military present.

THEO/TECHNO/PLUTOCRATIC
The few
Requires: 10 IP investment to adopt, Social Psych
Must designate a base to be capital.
Effects: +1 Ideological power, Allows populations to be designated as "elites" in your capital. Elites require luxurious villas to reside in (cost 3 BP, 2 energy to maintain, house 1 elites and add +2 Harmony). Elites cannot work regular jobs, but can be armed and used as units which have +1 HP. If not mobilized, they generate +1 RP and +1 Ideological power.

DEMOCRATIC
The many
Requires: 10 IP investment to adopt, Social Psych
Must designate a base to be capital.
Effects: +1 Harmony per base
Allows construction of a capitolium (costs 5 BP) at your capital.
The capitolium employs 1 population and 1 uses energy to provide +2 Ideological power.


Economy
Who owns the means of production?

PLANNED
The state
Requires: 15 IP investment to adopt, Industrial Machinery, 1 IP per turn maintenance
Effects:
You may now make 5 year plans for production, population growth and research. If you do, and you do not make any changes to the plan in the upcoming years, you receive 1 year's worth of BP output from your economy at the end of the 5th year to immediately spend.

MILITARIST
The army
Requires: Industrial Machinery, 1 IP per turn
Effects: Your mobilized populations can also be put to work.


CAPITALIST
The capitalists
Requires: Industrial Machinery, 1 IP per turn
Effects:
BP and CG are now instead only referred to as money in a currency of your choice ($, C~, £). Money cannot be stockpiled, unless your faction has a bank.
Allows for constructing:
Bank (Information networks, 2 BP) - Employs 1 population and 1 energy, allows storing $)
Stock exchange (Information networks, 2 BP) - Employs 1 population and 2 energy. Gain 1 $ for each base you control. In addition, any other Feudal, Militarist or Capitalist faction may grant access to its markets for you. If they do, those bases also each add 1 $ to the stock exchange income.

Note: A market crash may occur in the presence of banks and stock exchanges. A market crash causes all Capitalist factions to lose half their stored $, and halves $ income for 5 years by 50%. The probability of a serious crash is 1:100 each year.

FEUDAL
The aristocracy
Requires: Industrial Machinery, 1 IP per turn
-1 Harmony from mines, civilian factories and industrial plants. Strikes only effect mining and industry.
+2 Food per base, Troopers core design costs 0BP (FREE MILITIAS!!!).

SYNDICALIST
The workers
Requires: Industrial Machinery, 1 IP per turn
+1 Harmony from active mines, civilian factories and industrial plants.
1 Population in each base is on vacation (inactive) each turn.
No strikes (whats the point).


Values
What is the most valuable to your society?


WEALTH
Material possessions
Requires: 10 IP investment, Social Dynamics,, 1 IP per turn
+1 Harmony from converting consumer goods.
+1 $ per base with CAPITALIST.


KNOWLEDGE
Academic Achievements
Requires: 10 IP investment, Social Dynamics,, 1 IP per turn
+1 Harmony and Research power from research facilities and universities.
+1 Research power from elites with Plutocracy (becomes technocracy).


FAITH
Spiritual strength
Requires: 10 IP investment, Social Dynamics,, 1 IP per turn
-1 RP per base, All units gain +1 Melee attack
+1 Harmony from elites with Plutocracy (becomes theocracy).
May build chapels (1 per base) (costs 2 BP, uses 1 energy, adds +3 Harmony)


SUSTAINABILITY
Requires: 10 IP investment, Social Dynamics,, 1 IP per turn
+1 Harmony in bases without Coal plants
+1 Harmony in bases without Industrial plants
+1 Harmony in bases without deep mines, boreholes or PERUs

SECURITY
Requires: 10 IP investment, Social Dynamics,, 1 IP per turn
+1 Harmony in bases with perimeter defenses
+1 Harmony in bases with mobilized military present
Double base core HP and attack in bases your faction built

PLEASURE
Requires: 10 IP investment, Social Dynamics,, 1 IP per turn
May build any number of pleasure domes.


Arhitecture
WARNING!
Adopting the an architecture style for the first time costs 1 BP per base. Afterwards, changing styles require an investment of 2 BP per base. You do not receive these bonuses for bases you conquered, unless they also shared the same style as your faction uses.

GOTHIC
+1 Ideological Power (just once, not per base!)

ART - DECO
+1 Harmony per base

UTILITARIAN
+1 Energy per base

BRUTALIST
Double HP to all facilities structures

ECOLOGICAL
+1 Food per base


Planet
EXPLOIT
1 Ideological Power to maintain
+1 Metal per base

EMBRACE

TERRAFORM
Last edited by Harkback Union on Thu Feb 08, 2018 4:01 am, edited 15 times in total.

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Arkeyana
Minister
 
Posts: 2410
Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Mon Jan 29, 2018 4:36 pm

Tag

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 29, 2018 4:46 pm

Heh heh heh...
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Jan 29, 2018 4:53 pm

After who even remembers how long, time for the Grey League to make a come-back because they were fun. Stupid, but fun.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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

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Arkeyana
Minister
 
Posts: 2410
Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Mon Jan 29, 2018 5:27 pm

Part I.
Faction Leader: Jon Stevens.
Faction Leader Appearance: Image
Faction Leader Biography:
Born in 2043, Jon was around when things started to unravel on Terra Firma. As the Son of a Prominent Military Leader as his father and a scientist as his mother, he had a ticket on the Ship with both of them. Sadly, they couldn't make it out when the ship failed. Upon landing, he and the colonists that went down on his pod grouped up with two other pods and became the Mechanists.
Part II.
Faction Name: Mechanists.
Faction Color: Dark Red
Faction Ideology: Militarist Technocracy

P.S: This is my first Resource/Turn-based RP, so bear with me if I make mistakes, help is also appreciated.
Last edited by Arkeyana on Mon Jan 29, 2018 6:31 pm, edited 2 times in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 5:28 pm

http://www.fine-art.com/members/32130/i ... 102757.jpg

Part VI.
Research & Technologies

Image


Categories:
GREEN - PLANET AND BIOTECH - Food production and expansion
RED - WARFARE AND WEAPONRY - Weapon systems and aviation
YELLOW - INDUSTRY AND ENERGETICS - Stronger economy
BLUE - SCIENCE AND INFOTECH - Boost research and espionage
PURPLE - ENTERTAINMENT AND SOCIOTECH - Helps maintain Harmony

Tier 1 (All cost 15 RP)
Exoplanet Geology - Allows P.E.R.U.s and Geothermal Plants to be built. Increases Coal plant E yield.
Alien Botanics - Allows Plantations to be built.
Industrial Machinery - Allows Industrial Plants and Civilian Factories to be built, Economic Paradigms,
Makeshift Arms - Allows building Conventional Weapons and Flamethrowers and so Kinetic and Thermal Troopers.
Doctrine of survival - +1 HP to each base core, Allows building perimeter defenses, Unlocks Security Values
Psychic Studies - +1 Harmony in your starting base, Rec commons, State Paradigms
Information Networks: Unlocks Network Link


- ALL TECHS BEYOND THIS POINT ARE SUBJECT TO CHANGE!! -
- ALL TIER 2 TECHS REQUIRE AT LEAST 1 TIER 1 TECH RESEARCHED IN THE SAME FIELD!! -

Tier 2 (All cost 30 RP)
Clandestine Operations - Intelligence Center, Secret Police HQ
Organic Chemistry - Allows construction of fuel Synthesizers,
Materials Science - Unlocks Reinforced Armor support system.
Despoena Climatology - Improves yield on Plantations
Desponea Hydrology - Unlocks Cruisers, submarines and seaweed farms (or was it algea farms?).
Subterran Engineering - Allows building any base facility except for plantations and renewable plants under-ground. Each facility built underground costs +3 BP. Underground facilities are indestructible. This technology increases max number of oil extractors on a petrol source to 2. Also improves Energy output of geothermal plants.
Weapons Production - Unlocks the Weapons Facility, The Artillery Weapon system and the Mechanized core designs.



Tier 3 (All cost 60 RP)
Low-energy Photovoltaics (Materials Science): Renewable plants never cost more then 3 BP.
Superconductors (Materials Science): Coil guns, Hypercapacitors
Social Dynamics (Information Networks, Psychic studies): The Media Center, Social Values
Despoena Flight (Despoena Climatology): aircraft core designs and propulsion systems
Underwater construction(Desponea Hydrology): Deep sea colony pods.
Borehole mining (Geotechnical Engineering): Boreholes
Mechatronics (Information Networks): Walkers, Automated factories
Megastructures (Materials Science): Carriers, dreadnoughts, Heavy interceptors and flying fortresses.
Terraforming (Organic chemistry, Desponea Climate, Desponea Botanics, Geotechincal engineering): Allows Terran forests to be planted.
Particle Physics: supercollider
Information Warfare (Clandestine operations): +2 Max Agents per intelligence center


Tier 4 (All cost 20 RP)
Neural Interface (Superconductors, Mechatronics): Hydra rockets, Extra Secret Project or Special Unit
Self-writing Code (Superconductors): Hydra rockets, 1 Free Tier 1 or 2 tech, Datajacks can steal 2 techs in one go.
Quantum Mechanics (Superconductors, Particle Physics): Reduces energy use of all R&D structures by 1.
Solid Fuel Rocketry (Despoena Flight): Space exploration. Ballastic Missile production.
Nano-biology (Organic Chemistry): Doubles harmony from research hospitals and hospitals. [/color]
[color=#400040]Social Engineering (Social Dynamics):
[color=#400000]High-energy Lasers (Superconductors): Laser Weapons
[color=#400000]Wave Modulation (Particle Physics): Unlocks shields and EM weapons.
[color=#000080]Thorium Process (Particle Physics): HE mines and Fission reactors.
Robotics (Mechatronics): Robotic Support system


Tier 5 (All cost 40 RP)
Astrophysics (Solid Fuel Rocketry): Space ports
Lunar Geology (Solid Fuel Rocketry): Lunar colonies
Artificial Sentience (Self-writing Code): Information Nexus
String Theory (Quantum Mechanics): Wave-Disruptors
Gene-engineering (Nano-biology, Neural Interface): +1 Food per quarter from hydroponics. Hydroponics can produce 1 Fuel instead of producing food. +2 Harmony from every hospital.
Isotope Separation(Thorium process): Nuclear Warheads.


Tier 6 (All cost 60 RP)

Fission Drive (Isotope separation, Astrophysics): Fission Drives
Lalande System Chart (Astrophysics): Unkown
Cybernetics (Gene-engineering, Artificial Sentience): +3 Harmony from hospitals. All troopsers get a support slot. +1RP per quarter.
Dark Energy (String Theory): Dark Energy Nodes, +1RP per quarter.
Plasma Containment (Superconductors): Plasma launchers. Plasma Drives. Fission reactors produce +2E. Hyper-capacitors store 20 more E.
?!?



Tier 7 (All cost 120RP)
?!?
?!?[/spoiler]
Last edited by Harkback Union on Tue Feb 06, 2018 5:32 am, edited 4 times in total.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jan 29, 2018 6:17 pm

Part I.
Faction Leader:Herbert "Grinder" Hogar, friends call him Hogar or HH
Faction Leader Appearance:
Image

Faction Leader Biography: Born in 2034 in Paris, TX. He was raised in a family of butchers and hunters with a small business. Herbert was taught how to hunt and package meat. He was good at it, he competed in marksmenship and archery but his father pushed him towards business and industry in hopes of putting his future on him. While he came to be knowledgeable in meat industry and business, he also grew a sort of bond with the animals he was learning and hunting.

When he became older, schooling was good and he eventually ran the business and became very wealthy, enough to start looking in ways of improving the world before it started to die out by Global Warming. However he started to see things in a more different way as his butchering and meat packing industry and sold it to make a animal genetics and helping agriculture for his town and soon several regions on the world.

His expertise allowed him to buy his way on the Harmony with the genetics of his favorite fauna that he could use to do his greatest plan yet, to make a new animal system ecosystem that humans can work with and become truly part of.
Part II.
Faction Name: The Poor Hunters
Faction Color: Blue
Faction Ideology: Genetic experimentation, putting a hybrid animal-alien and human hybrids on the planet, conquer said planet and the stars with green adaptability.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 6:18 pm

Better now

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 6:22 pm

Ralnis wrote:Part I.
Faction Leader:Herbert "Grinder" Hogar, friends call him Hogar or HH
Faction Leader Appearance:
Faction Leader Biography: Born in 2034 in Paris, TX. He was raised in a family of butchers and hunters with a small business. Herbert was taught how to hunt and package meat. He was good at it, he competed in marksmenship and archery but his father pushed him towards business and industry in hopes of putting his future on him. While he came to be knowledgeable in meat industry and business, he also grew a sort of bond with the animals he was learning and hunting.

When he became older, schooling was good and he eventually ran the business and became very wealthy, enough to start looking in ways of improving the world before it started to die out by Global Warming. However he started to see things in a more different way as his butchering and meat packing industry and sold it to make a animal genetics and helping agriculture for his town and soon several regions on the world.

His expertise allowed him to buy his way on the Harmony with the genetics of his favorite fauna that he could use to do his greatest plan yet, to make a new animal system ecosystem that humans can work with and become truly part of.
Part II.
Faction Name: The Poor Hunters
Faction Color: Blue
Faction Ideology: Genetic experimentation, putting a hybrid animal-alien and human hybrids on the planet, conquer said planet and the stars with green adaptability.


Now that's radical!

Of course, every faction should start out relatively sane, you'll have to convince those randos in your pod about hybrid alien hybrids conquering the planet.

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Jan 29, 2018 6:28 pm

Part I.
Faction Leader: Ekaterina Makuraova
Faction Leader Appearance: Here.
Faction Leader Biography: Born in St Petsrsburg in 2044, Ekaterina is often described as embodying everything wrong with humanity; the end result of a decades-long inheritance plot by numerous oligarchs to pool their resources and create the ultimate oligarchy, it backfired slightly after Ekaterina was introduced to a 'National Protection Alliance' of unknown origin while at university studying politics. She used her wealth to buy her a place on the Harmony and thus continue their plans, she brings the ghost of fascism to life on a new world.
Part II.
Faction Name: Grey League
Faction Color: Grey
Faction Ideology: Nazism, but rather than discriminating based on religion etc, based off of skull size and DNA to prove both their humanity and their unmutated nature over any unfortunate deviants that may appear; science isn't racist, da?
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 6:29 pm

Okay the tech tree is also broken, should have it fixed in a day or 2.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jan 29, 2018 6:32 pm

Harkback Union wrote:
Now that's radical!

Of course, every faction should start out relatively sane, you'll have to convince those randos in your pod about hybrid alien hybrids conquering the planet.

Of course! I just have to perhaps the eco-terrorist/ hippie hybridist/ Harmony faction. Knowing G will be the industrialist faction and some will be the Human Supremacists factions. Like Luna.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Arkeyana
Minister
 
Posts: 2410
Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Mon Jan 29, 2018 6:35 pm

How do you get Research points?

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 29, 2018 6:39 pm

Dibs 13 for the Sons of the Stars :P
Last edited by G-Tech Corporation on Tue Jan 30, 2018 3:39 pm, edited 1 time in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jan 29, 2018 6:41 pm

-sinp-
Last edited by Ralnis on Mon Jan 29, 2018 6:44 pm, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jan 29, 2018 6:42 pm

Is that island a jungle by any chance?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 6:43 pm

Arkeyana wrote:How do you get Research points?

The research portion is still in the works, but each faction can build assign its population into thinkers to generate tech, and build some research buildings that do the same but more efficiently.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 6:45 pm

Ralnis wrote:Is that island a jungle by any chance?


The one with the crater is coastal.

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Arkeyana
Minister
 
Posts: 2410
Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Mon Jan 29, 2018 7:01 pm

I claim the Island with bases 30, 31, and 32.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jan 29, 2018 7:04 pm

Harkback Union wrote:
Ralnis wrote:Is that island a jungle by any chance?


The one with the crater is coastal.

Then I'll have number 8 to settle with.

Arkeyana wrote:I claim the Island with bases 30, 31, and 32.

Only one base though.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 7:09 pm

Arkeyana wrote:I claim the Island with bases 30, 31, and 32.


Claim 1.

Then pray that nobody lands adjacent.

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Arkeyana
Minister
 
Posts: 2410
Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Mon Jan 29, 2018 7:12 pm

Harkback Union wrote:
Arkeyana wrote:I claim the Island with bases 30, 31, and 32.


Claim 1.

Then pray that nobody lands adjacent.


Ah, in that case I claim 31.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 7:15 pm

I might go with 14, if noone else wants it.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 7:16 pm

Lunas Legion wrote:Part I.
Faction Leader: Ekaterina Makuraova
Faction Leader Appearance: Here.
Faction Leader Biography: Born in St Petsrsburg in 2044, Ekaterina is often described as embodying everything wrong with humanity; the end result of a decades-long inheritance plot by numerous oligarchs to pool their resources and create the ultimate oligarchy, it backfired slightly after Ekaterina was introduced to a 'National Protection Alliance' of unknown origin while at university studying politics. She used her wealth to buy her a place on the Harmony and thus continue their plans, she brings the ghost of fascism to life on a new world.
Part II.
Faction Name: Grey League
Faction Color: Grey
Faction Ideology: Nazism, but rather than discriminating based on religion etc, based off of skull size and DNA to prove both their humanity and their unmutated nature over any unfortunate deviants that may appear; science isn't racist, da?


Yeaaaaaaaah!

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