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  1. - Top - End - #1
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    Default Total War: Imperium Rerecruitment

    I am currently running a Total War game set in the distant future where noble houses rule the stars and compete for dominance. It is a semi-freeform nation game that will involve players running various noble houses and striving to come out on top. Unfortunately we've lost a lot of players so I would like to recruit some more people to fill things out and make for more interesting diplomacy.

    Spoiler: What is Total War
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    Question: What is Total War?
    Answer: Total War is a series of Semi-Freeform Play by Post Nation games.

    Question: What do you mean by ‘Semi-Freeform’
    Answer: Total war utilizes a structured numerical system to maintain balance, while allowing players the freedom to do whatever they wish in diplomatic actions and describing their actions. The numbers describe what happens. The players describe how it happens.

    Question: Nation Games?
    Answer: In a game of total War, the players play as a nation, faction or body in the game world. They control what the nation does, to a reasonable extent.

    Question: What is the aim of the Game?
    Answer: The main goal of this game is to ascend to the top and claim the imperial throne for your noble house. But you could also have other aims such as becoming the richest faction or exploring the setting secrets.


    Spoiler: Setting Background
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    Two thousand years ago the golden age of the Harmonious Collective came to an end. As the collective splintered colonies withered and raiders sacked the few remaining prosperous regions. It was a dark time as billions died and entire worlds burned. But even this came to an end as all things do.

    Warlords rose up from the primitive tribes living in ruined space ports. They slowly restored order and fiefdoms soon encompassed planets, then entire systems. This was an age of war when petty kingdoms fought over rich asteroid mines and bountiful garden worlds. From one such kingdom came Queen Hallow. A master of strategy and diplomacy she conquered first one nearby system, then two, then three, then an unstoppable tide as her grand navy spread through all the warp lanes.

    In mere decades she had carved out an empire and declared herself Empress Hallow the first of her name. And for one last decade she ruled and prospered before an assassin killed her in her sleep. She had taken the time to ensure the stability of her realm however and her son was able to succeed her with only a minor civil war. He was unimpressive on the battlefield and relied on his generals to fight for him, which resulted in a slow loss of the outer provinces, but in economics he had no peer. Under his guidance trade flourished throughout the empire binding a once disparate set of states into a unified people. He was Emperor Felder the first, and he ruled for thirty prosperous years before dying from a stroke.

    His own son however was hedonistic and lazy. Emperor Fedler II lasted a mere two months before he was assassinated by ambitious rivals. The empire then plunged into a five way civil war as his cousins fought to determine which of them would ascend the Titanium throne. And so it went for the next thousand years. A family would manage to hold onto the throne for two or three generations before falling to their rivals and a quick succession of feuding emperors. The empire grew in fits and starts. Sometimes a brilliant strategist would rapidly expand the frontiers, or a colonization effort would push into the unknown. Other times entire sectors would break off in civil war not to be reclaimed for centuries.

    For the last two hundred years the Laramy family has ruled from the Titanium throne. A nearly unprecedented expanse of prosperity and expansion. The old emperor was beloved by the people and nobles alike. An esteemed statesmen he could walk into a room with bitter enemies and walk out with new friends. Unfortunately even with the best of analgesics nothing can stave off death forever. The emperor's eldest children were killed in various tragic accidents. And one revolt that was crushed swiftly.

    The two surviving children are neither brilliant nor respected. They spend most of their time feuding over which of them will inherit even as the most powerful noble families sharpen their knives, and even the outermost dukes and duchesses quietly research how their lineages connect to Empress Harrow I.

    Additional Background

    The Rules

    Sector Map

    Spoiler: Faction Creation
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    Faction Creation
    Each faction application must include the following
    Faction Name: The name of your noble house.
    Faction Leader: Faction leaders may serve as a free messenger, but otherwise have no in game effects.
    Faction Description: What your faction is currently like.
    Faction History: How your faction formed and its history to this point.
    Faction Traits: You have 2 points to spend on static traits and 2 points to spend on dynamic traits and can pick up to 6 of each. Static traits may be stacked.
    Faction Stats: You may spend up to thirty five points spread between the various stats.
    Faction Resources: Each faction will start with a base of 0 trade, 50 prestige, and 35 colony sites spread across their systems.


    Spoiler: Alternate Faction
    Show
    Alternatively rather than making a new faction you can choose to take over any of the following NPCs.

    House Gadhavi
    House Sansone
    House Starosta
    House Barlow
    House Tehrani
    House Jinks
    House Okeke
    House Voss
    House Bosque
    House Vastadd
    House Forsche
    House of Steel
    House Xinclair
    Democratic Collective of the People
    Universal and Empyrean Church of the Blessed Eternal


    IC thread
    OOC Thread
    Last edited by ArcaneStomper; 2019-05-21 at 10:07 AM.

  2. - Top - End - #2
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    Default Re: Total War: Imperium Rerecruitment

    I'd be interested in taking over House Barlow. Could I do Faction Creation myself, or are there existing stats I should use?
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

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    Default Re: Total War: Imperium Rerecruitment

    You can if you want to customize them to your liking or you could use their existing stats which are these.

    Spoiler: House Barlow
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    Navy: 3
    Agency: 7
    Market: 16
    University: 6
    Court: 7


    Also I forgot to put links to the IC and OOC thread.

    IC thread
    OOC Thread

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    Default Re: Total War: Imperium Rerecruitment

    Who/what are the Eternal?
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by Psilulz View Post
    Who/what are the Eternal?
    I assume you are talking about these guys. They were originally a player faction, but they left before even posting so I'm opening it up for take over.

    Quote Originally Posted by St.Just View Post
    The Universal and Empyrean Church of the Blessed Eternal


    Spoiler
    Show



    The world was born in flame and art,
    The world was born – then torn apart.
    Creation’s sorrow rent the sky
    T​o know all things would cool and die​.

    All souls are born in void, and flare,
    Then gutter in the empty air–
    And all their reason, all their light,
    Has cast no shadows through the night.

    And even you, who conquer death
    Have made the grave your robe, your breath,
    Drawn all your warmth from flickering veins –
    But fear to burn what life remains.


    My lord has said, you shall not sleep,
    You shall not mourn, you shall not weep,
    But wake again unto the​ flame–
    I swear the god will know your name.

    -The Empyrean Verses, First Canto

    Faction Leader
    The Grand Exarch Malraux, having set aside their immortality for a time, ministers to the people of the galaxy.

    Faction Description
    In this nigh-infinite universe, the only true sin is death-or at least, so sayeth the Empyrean Church. The theology is all quite impenetrable, but the fundamentals are simple-the loss of unique perspectives and information-and that, immortality proving frustratingly elusive, we must do as we can to create the next best thing. Histories and memoirs pour off Church presses, inspirational tales and object lessons both-but its greatest ritual is the final deathbed conversion, as every nerve and neuron, memory and impulse, is analyzed and pulled apart so that their image might be perfectly recreated in the Exarch's chorus.

    Between secular administration and governance, spiritual guidance, the organization and questioning of memories, and the writing of theology, the Church Hierarchy defines the word byzantine. Its worlds are full of ritual and history, the perfectly preserved eye of ancestors judging over every shoulder.

    Faction History
    In the centuries of unrest, feuding aristocrats, and occasional total war that has filled the Galaxy, it should come as no surprise that any number of strange and self-regarding sects have risen to prominence form time to time. The Empyrean Church is neither the oldest nor the most novel, but it has certainly survived longer than most-and attained temporal power few-other would-be saviors could ever dream of. Originally nothing but a minor immortality cult on a sleepy factory-world, its history truly began when the reining countess became a zealous convert, welcoming the odd scholar-mystics into her palace and willing the whole of her domain to the Church upon her death (the resulting civil war lasted several years).

    Over the following centuries, the Church has spread its teachings through the cluster-and even through the wider empire, when resources or occasional Imperial patronage allowed. The donations of powerful and wealthy converts have extended their temporal reach considerably as, prior to the peace enforced by the Laramy, did their historical willingness to liberate any less fortunate converts from tyrannical or unloved rulers by whatever means necessary.

    Faction Traits

    Ongoing

    Local Converts: 1
    Agents are less easy to find

    Ancient Grandeur: 1
    Your family can trace its lineage back to the Imperial family within only a few generations. This give you a better claim to the throne than most. You gain +10 Prestige per turn.

    Static

    Discrete Messengers: 1
    Start with 1 more enigma

    Archives: 1
    [People]

    Faction Stats

    Fleet: 5: The militant orders of the Church are not necessarily more well equipped or numerous then any other martially-inclined powers, though the odd combination of personal asceticism and institutional grandeur is certainly at least a bit eye catching. Still, they are numerous enough to defend and expand the Church's interests whenever they are threatened, and more then happy to die for their faith.

    Agency: 8: While the Church doesn't have any sort of secular authority in the vast majority of the Empire, it does have a great many sincere converts and agents, many of them quite well placed in their communities, all generally willing to pass along any particularly vital details they might overhear. And for anything else, well-a great deal of the Church's liquid capital goes to maintain a more...classically motivated and trained network of operatives.

    Market: 4: The Church's cathedrals and palaces are rather notably opulent and extravagantly detailed, its rituals quite full of labor-intensive and rare works and reagents. But very little of this wealth is actually liquid-mostly supplied by various semi-feudal arrangements with certain families or firms. So the Church's ability to actually throw wealth around is somewhat limited.

    University: 5: The Church is truthfully rather more concerned with the past then the future-but they have a great deal of past to go through, and if pressed, the various Cathedral Schools are extremely adept at justifying anything they happen to disorder as merely a new and more correct understanding of ancient wisdom, or a correlation of different sources.

    Court: 8 The Church is filled with, if absolutely nothing else, a true surfeit of pomp and circumstance. Various potentates and hierarchs are accopanied by chorus of cyber-cherubs singing the praises and legends of the departed faithful, properly attended by vast retinues. Combined with centuries of carefully sheperded prestige and social clout, and access and influence are not generally issues.

    Resources

    Cypher: 5
    Enigma: 6
    Trade: 0
    Prestige: 50
    Colony Sites: 35

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    Default Re: Total War: Imperium Rerecruitment

    Can I have a look at the democratic collective

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    Default Re: Total War: Imperium Rerecruitment

    Interesting... but not quite what I was looking for. I think I may write up a new faction.
    Very interested in Astral Engineering and Trade Hub. Would I be able to combine the two?
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by Daddydankmeme View Post
    Can I have a look at the democratic collective
    Quote Originally Posted by JBarca View Post
    Spoiler: The Democratic Collective of the People
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    The Democratic Collective of the People

    Faction Leader: Varies - a First Equal is elected generally every [in-game analogue to one turn] to serve as the focal point of foreign politics and a figurehead to represent authority.

    Faction Description: The Collective is no noble house (May they Collapse), but a groundswell of public support for the idea of equality. Too long have the nobles decided the fates of the working class. Too long has wealth flowed from the hands of those who create it into the hands of those that consume it. Too long have the oppressed died for the luxuries of the oppressors. But no longer.

    We are a truly massive organization - all who live within our borders are considered full members of our ranks. The lowliest farmer is entitled to a vote and could find herself functioning as the First Equal at any time. When war is needed, volunteers arrive from every planet, every city. The people know that our cause is both eternal and so very fragile. Diplomacy is difficult - the nobles (May they Burn) find us worrisome. We could, at any time, inspire a rebellion and gain new systems through glorious conversion.

    An Imperial Collective (May it Come to Pass) is inevitable, so long as we do not lose faith.

    Faction History: When Fedler II (May he Rot) passed, the civil war that consumed the empire was hell for the common folk. In one region, though, a few ambitious men and women had an idea. The soldiers and scientists and workers could simply decide to ignore the commands of their social "betters." When the rapidly weakening House Accosta attempted to institute a new draft, the people revolted. In one grand revolution, the House was felled, the family killed, and its wage-slaves freed. But the idea was too small in scope. The nearby House Tulin swept in with its organized military and insidious agents, and the people were once again enslaved.

    When House Tulin grew bloated, another revolution was attempted, nearly a century later. This one floundered in its fetal stage as fearful and reward-seeking insiders became informants for the nobles.

    And so it continued, for generations on generations. Suffering, followed by revolution, followed by destruction or collapse. Until a few years back, as a revolution stuck. The weakening of the empire under new, and not respected, rule provided the perfect distraction to allow momentum. This movement grew as nearby people learned the great truth: nobility exists only at the approval of its subjects. The opportunity combined with the will has now created a real, stable (as much as any institution is in this galaxy) unity.

    The Collective, as it came to be known, continued to grow. All within worked for a better future, a better life. Selfishness was not needed when generosity was morally (and legally) required. Resources were plentiful without the rich demanding excessive shares.

    Within years, the Collective began to realize that such a philosophy demanded expansion. To hoard such a moral good to themselves was tantamount to a noble hoarding food.

    And so, a more formal government was built, reliant on the will of the people. Over time it has evolved to best care for its citizens, but the goal remains the same - A unified empire serving the needs of every citizen.

    Faction Traits:
    Static
    Booming Economy (1) - Without the need to finance vanity projects and wasteful excesses, all proceeds of labor flow directly into the hands of the people, creating a booming economy. (+5 Trade)

    Expansive (1) - In the early days, a number of planets revolted to join the Collective. With no bloated bureaucracy in place, the Collective can easily support such growths. (+5 Colonies)

    Hatred of the Nobles (-1) - The lack of noble title, and the disdain toward them, has harmed the Collective's ability to interact with the Houses since its inception. This does not bother the People, but it does make certain approaches to victory less possible. (-25 Prestige)

    Melting Pot (1) - The Collective accepts anyone and everyone willing to work toward the cause. The egalitarian and open-minded policies and practices, coupled with open access to education, have created an awareness of culture that the People can take pride in. (One level of Lore in "People")

    Dynamic
    Titless (-3) - The Collective has no Title. The Collective needs no Title. The Collective spits on your Titles. (Have no title).

    Peer-Review (1) - The scientists and researchers of The Collective have long practiced working together for the greater good, sharing all successes and failures. Disasters are often averted when a broad enough group of experts can check each other's work. (Scientists have less chance of Disaster)

    Careful Commanders (1) - When those making decisions may find themselves on the front line tomorrow, the military often finds itself being cautious with the lives of its soldiers. The constant flood of volunteers can also quickly replace what losses are incurred. (Navy takes half as many casualties)

    Efficient Bureaucracy (1) - The government of the Collective cares not for red tape or etiquette. It cares for results. (Count as having one less system for purposes of calculating colony cost)

    Ready Volunteers (1) - The foreign agents of the Collective can be replaced with many who are as well-trained and informed. When an agent is near being uncovered by an enemy, a new agent seamlessly takes their place, muddying the trail. Each Agent is also brilliant at blending in among the common folk of their enemies, for obvious reasons. (Agents are less easy to find)

    Trade Hubs (1) - The need to build a prosperous Collective burns in the blood of every Person. Trading goods and services fuels every aspect of the citizen's life. (Gain the ability to build one trade hub in every system that acts as an extra colony site. Cost to build a trade hub is double the usual colony cost)



    Faction Stats:

    Navy 9 - A moderate navy, overflowing with volunteers, is the Collective's second line of defense against the greedy colonialism of the Nobles. Without an inbuilt hierarchy, though, the Navy often suffers from a lack of strategic direction. Popular men and women sometimes rise despite having no tactical skill, which also holds back the Navy.

    Agency 5 - Though their agents are few, they sow discord among their enemies with nothing but the truth.

    Market 12 - The Collective produces goods at an unprecedented rate. Its workers know that they are fueling an ideal, not the hedonistic lifestyle of a rich brat, and so work harder than the wage-slaves of the nobles.

    University 6 - Education and advancement are important to the Collective. Its scholars work hard to advance all areas of the lives of the People.

    Court 1 - The Collective has no need for nobles and their families. Their first Equal is their representative. All other courtly matters are handled by those most capable or most elected.



    Faction Resources:
    5 trade
    25 prestige
    40 colony sites
    As a note all of these should be in the OOC thread.

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by Psilulz View Post
    Interesting... but not quite what I was looking for. I think I may write up a new faction.
    Very interested in Astral Engineering and Trade Hub. Would I be able to combine the two?
    Sure, though that would take up all your ongoing traits.

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    Default Re: Total War: Imperium Rerecruitment

    Excellent. I have nearly cemented what I'm doing mechanically, but I'll work on the fluff write up a bit. Should I post it here, or PM it to you?
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    Post it here please.

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    Default Re: Total War: Imperium Rerecruitment

    I notice that both the Outlaw Gate Map and Enigmatic Chart traits are static, and thus stackable. Is there any benefit to doing this?
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by Psilulz View Post
    I notice that both the Outlaw Gate Map and Enigmatic Chart traits are static, and thus stackable. Is there any benefit to doing this?
    It would allow you to use the outlaw gates for more units. And get more charts for additional interesting systems.

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    Default Re: Total War: Imperium Rerecruitment

    Faction Name: The Exiles' Consortium

    Faction Leader: The Consortium is lead by an enigmatic figure simply known as The Outsider. Many rumors circulate about to their true identity, though only one thing has been confirmed: that they were formerly a noble. The official name seems to have been removed from any sort of record, along with any other information about the disgraced noble. Still, rumors are something of a pastime for Exiles, so there are countless rumors about their leaders. There are even rumors that the Outsider spreads false rumors to throw anyone off their trail.

    Faction Description: The Exiles are an eclectic bunch, attracting the abandoned, the disenfranchised, the exiled, and criminals of all stripes and houses. Primarily, the Consortium specializes in sabotage, subterfuge, and sales. Welcoming a vast number of criminals from all across the stars, and honing their abilities, the faction has access to many agents. The "house" also actively participates in trade, although it primarily deals in illegal goods.

    Faction History: After the Outsider's exile, they flew to a remote corner of the empire, taking any other banished folk they could find with them. At first, things were difficult, what with a lack of resources in some backwater colony. After years of stagnant suffering, the exiles embraced their situation, refuting the oppressive laws and rules of the nobles, thus becoming the Exiles' Conclave. Accepting the skills, abilities, and morality that got them exiled in the first place, the faction has only grown.

    Faction Traits: Static Traits (2 base)
    Outlaw Gate Map x4 (-4) As the Consortium attracts so many smugglers and cheats and steals, they bring with them their knowledge of nearly every Outlaw Gate.
    Disgraced Name x2 (+2) The faction is of an ill repute, housing so many criminals and the unwanted.

    Ongoing Traits (2 base)
    Astral Engineer (-3) The faction boasts large vessels that house countless citizens. Some say that it was the Outsider themself that provided this technology to the Exiles. Of course, there are rumors that cited this as the reason for their banishment.
    Trade Hubs (-1) The Consortium trades largely in illegal goods, and relies on their hubs to generate, process, and exchange such cargo.
    Leveraged Trade Routes (-1) While the stars are far apart, and space travel is lengthy, there will always be a stream of unwanted flowing to the Consortium.
    Covert (-1) Trained smugglers and spies from all across the stars, the Exiles are able to blend in to almost any faction.
    Titleless (+3) The Outsider is confirmed to be a disgraced noble, though the specifics have yet to be discovered.
    Ill-Repute [Decadent] (+1) It is difficult for criminals to earn any sort of legitimacy, especially in the eyes of nobles.

    Faction Stats: Navy - 5
    Agency - 15
    Market - 10
    University - 5
    Court - 0

    Faction Resources: Trade 0
    Prestige 0
    35 Colony sites
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by Psilulz View Post
    Faction Name: The Exiles' Consortium

    Faction Leader: The Consortium is lead by an enigmatic figure simply known as The Outsider. Many rumors circulate about to their true identity, though only one thing has been confirmed: that they were formerly a noble. The official name seems to have been removed from any sort of record, along with any other information about the disgraced noble. Still, rumors are something of a pastime for Exiles, so there are countless rumors about their leaders. There are even rumors that the Outsider spreads false rumors to throw anyone off their trail.

    Faction Description: The Exiles are an eclectic bunch, attracting the abandoned, the disenfranchised, the exiled, and criminals of all stripes and houses. Primarily, the Consortium specializes in sabotage, subterfuge, and sales. Welcoming a vast number of criminals from all across the stars, and honing their abilities, the faction has access to many agents. The "house" also actively participates in trade, although it primarily deals in illegal goods.

    Faction History: After the Outsider's exile, they flew to a remote corner of the empire, taking any other banished folk they could find with them. At first, things were difficult, what with a lack of resources in some backwater colony. After years of stagnant suffering, the exiles embraced their situation, refuting the oppressive laws and rules of the nobles, thus becoming the Exiles' Conclave. Accepting the skills, abilities, and morality that got them exiled in the first place, the faction has only grown.

    Faction Traits: Static Traits (2 base)
    Outlaw Gate Map x4 (-4) As the Consortium attracts so many smugglers and cheats and steals, they bring with them their knowledge of nearly every Outlaw Gate.
    Disgraced Name x2 (+2) The faction is of an ill repute, housing so many criminals and the unwanted.

    Ongoing Traits (2 base)
    Astral Engineer (-3) The faction boasts large vessels that house countless citizens. Some say that it was the Outsider themself that provided this technology to the Exiles. Of course, there are rumors that cited this as the reason for their banishment.
    Trade Hubs (-1) The Consortium trades largely in illegal goods, and relies on their hubs to generate, process, and exchange such cargo.
    Leveraged Trade Routes (-1) While the stars are far apart, and space travel is lengthy, there will always be a stream of unwanted flowing to the Consortium.
    Covert (-1) Trained smugglers and spies from all across the stars, the Exiles are able to blend in to almost any faction.
    Titleless (+3) The Outsider is confirmed to be a disgraced noble, though the specifics have yet to be discovered.
    Ill-Repute [Decadent] (+1) It is difficult for criminals to earn any sort of legitimacy, especially in the eyes of nobles.

    Faction Stats: Navy - 5
    Agency - 15
    Market - 10
    University - 5
    Court - 0

    Faction Resources: Trade 0
    Prestige 0
    35 Colony sites
    That looks good. You can start now if you want.

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    Default Re: Total War: Imperium Rerecruitment

    Sounds good!

    So where do I start? How do I claim my initial systems? I'm guessing I should repost my faction writeup in the OoC, yes?
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    Do you have a preference. I was going to put you in the center of the left side of the map.

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    Default Re: Total War: Imperium Rerecruitment

    I was primarily looking at the 5 & 10 northeast of Greenflame and the 9, 6, & 7 triangle northwest of Greenflame.
    Second choice would be the 8, 8, 7, 7, & 6 between Lonestar and Excagon.
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: Total War: Imperium Rerecruitment

    ArcaneStomper, i'm interested in playing this. Do you have room available for another?
    If so, allow me to introduce Filo:

    Faction Name: Filo
    Faction Leader: Torbin Gilkara has led an average life. Public schooling, standard job trainings, and selection into trade are standard for citizens. Like all citizens, He has some military service. He was not raised in nobility. For whatever reason, the ruling class decided that he was the most fit to be appointed leader of the noble house.
    Faction Description: Filo has been run and managed by the philosophical elite over the past two hundred years. They have made extremely efficient, but slow, changes to the constructs of their society. They have handed over the nation to Torbin Gilkara to gain access to Diplomatic avenues that the Noocracy lacked. With their royal family back at the helm of the nation, Filo can make the best of the recently fallen Emperor.
    Faction History: Filo was created when house Gilkara stepped down from their Aristocratic ways. Over the past two centuries the Noocracy has questioned and debated every aspect of life for their citizens. Every sector of their nation has slowly grown more efficient and their society has bettered for it.
    Eventually, the government looked inward to perform the hardest task it would undertake. Was it efficient? Did Filo fit in with the other parts of the Empire? At worst, it was a direct threat to the Empire, going about fighting the established houses and the construct of the Empire. At best, Filo was a sovereign independent faction that had little ability to maneuver through the Aristocracy. These are suboptimal.
    The Noocracy created another entity to help them govern. They set every measure that they could to prevent exploitation and handed over the reigns of government to their only option.
    Torbin Gilkara sits reluctantly on his throne.

    Faction Traits: You have 2 points to spend on static traits and 2 points to spend on dynamic traits and can pick up to 6 of each. Static traits may be stacked.
    Static traits:
    Disgraced Name +1: Start with 25 less prestige. The Gilkara family stopped using their titles and allowed common people to rule themselves. Though no one can deny their lineage, their family mingled with commoners. Are they really more than puppets?
    Overflowing Coffers-1: The last few years have been prosperous ones. You start with an extra 5 Trade. Filo has built algorithms and axioms to help grow more efficient. It has paid off.
    Expansive-1: Start off with five extra colony sites. Filo has been growing in all aspects. The conversion of nearby planets into the Filo Nation has been steady over the past centuries.
    Archives-1: Technology: Gain one level of lore in Technology. The questioning and study of inventions led to an archive of technology.
    Dynamic Stats:
    Decadent+1: All your family members produce one less prestige point for anything they do. The Royal family is out of practice and barely know each other beyond siblings. None of them were prepped for ruling early in life.
    Leveraged Trade Routes-1: You have keen understanding of the markets and how to use to funnel resources to you. Your capital system can support 50% more colony sites. Not only do producers strive for efficiency, consumers do as well.
    Trade Hub-1: Gain the ability to build one trade hub in every system that acts as an extra colony site. Cost to build a trade hub is double the usual colony cost. Filo operates and maintains central trade and harnesses that power back into its nation.
    Efficient Bureaucracy-1: Counts as having one less system for the purposes of calculating colony cost. Filo runs with a high functioning power to anti corruption setup. Everything gets done correctly.

    Faction Stats: You may spend up to thirty five points spread between the various stats.
    The Navy: 7: The Filo fleet combines strong tactics and psychology with well maintained ships.
    The Agency: 7: Hidden weaknesses cannot be exploited. This branch helps defend against other operatives and uses its influences against outside forces.
    The Market: 7: Filo has built up an effective model for the market. They have sacrificed quick growth for stable and dependent support.
    The University: 7: Never turning their backs on the sciences, Filo understands that a strong science community can vastly improve all aspects of the nation.
    The Court: 7: The Royal family is new, but the internal system and support structures for government have been perfected. This allows the Gilkara Family to focus on their goals without sacrifices in other areas.

    Faction Resources: Each faction will start with a base of 0 trade, 50 prestige, and 35 colony sites spread across their systems.
    Trade:5 (Overflowing Coffers)
    Prestige: 25 (Disgraced Name)
    Colony Sites: 40 (Expansive)
    Last edited by LimSindull; 2019-05-25 at 09:55 PM.
    "I'll get a cool quote, just you wait."
    Here is the backdrop to the first Campaign in my Titan Blood World.
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  20. - Top - End - #20
    Troll in the Playground
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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by Psilulz View Post
    I was primarily looking at the 5 & 10 northeast of Greenflame and the 9, 6, & 7 triangle northwest of Greenflame.
    Second choice would be the 8, 8, 7, 7, & 6 between Lonestar and Excagon.
    The problem with your first choice is that House Greenflame is actively talking with the earls in those systems. So I don't want to replace them. I actually can't do much in the lower right corner because that's pretty much the most active area in the game currently.

    For your second choice you need 8 systems to start. What if I replaced House Jinks with your faction? That's in pretty much the same area.

    Quote Originally Posted by LimSindull View Post
    ArcaneStomper, i'm interested in playing this. Do you have room available for another?
    If so, allow me to introduce Filo:

    Faction Name: Filo
    Faction Leader: Torbin Gilkara has led an average life. Public schooling, standard job trainings, and selection into trade are standard for citizens. Like all citizens, He has some military service. He was not raised in nobility. For whatever reason, the ruling class decided that he was the most fit to be appointed leader of the noble house.
    Faction Description: Filo has been run and managed by the philosophical elite over the past two hundred years. They have made extremely efficient, but slow, changes to the constructs of their society. They have handed over the nation to Torbin Gilkara to gain access to Diplomatic avenues that the Noocracy lacked. With their royal family back at the helm of the nation, Filo can make the best of the recently fallen Emperor.
    Faction History: Filo was created when house Gilkara stepped down from their Aristocratic ways. Over the past two centuries the Noocracy has questioned and debated every aspect of life for their citizens. Every sector of their nation has slowly grown more efficient and their society has bettered for it.
    Eventually, the government looked inward to perform the hardest task it would undertake. Was it efficient? Did Filo fit in with the other parts of the Empire? At worst, it was a direct threat to the Empire, going about fighting the established houses and the construct of the Empire. At best, Filo was a sovereign independent faction that had little ability to maneuver through the Aristocracy. These are suboptimal.
    The Noocracy created another entity to help them govern. They set every measure that they could to prevent exploitation and handed over the reigns of government to their only option.
    Torbin Gilkara sits reluctantly on his throne.

    Faction Traits: You have 2 points to spend on static traits and 2 points to spend on dynamic traits and can pick up to 6 of each. Static traits may be stacked.
    Static traits:
    Disgraced Name +1: Start with 25 less prestige. The Gilkara family stopped using their titles and allowed common people to rule themselves. Though no one can deny their lineage, their family mingled with commoners. Are they really more than puppets?
    Overflowing Coffers-1: The last few years have been prosperous ones. You start with an extra 5 Trade. Filo has built algorithms and axioms to help grow more efficient. It has paid off.
    Expansive-1: Start off with five extra colony sites. Filo has been growing in all aspects. The conversion of nearby planets into the Filo Nation has been steady over the past centuries.
    Archives-1: Technology: Gain one level of lore in Technology. The questioning and study of inventions led to an archive of technology.
    Dynamic Stats:
    Decadent+1: All your family members produce one less prestige point for anything they do. The Royal family is out of practice and barely know each other beyond siblings. None of them were prepped for ruling early in life.
    Leveraged Trade Routes-1: You have keen understanding of the markets and how to use to funnel resources to you. Your capital system can support 50% more colony sites. Not only do producers strive for efficiency, consumers do as well.
    Trade Hub-1: Gain the ability to build one trade hub in every system that acts as an extra colony site. Cost to build a trade hub is double the usual colony cost. Filo operates and maintains central trade and harnesses that power back into its nation.
    Efficient Bureaucracy-1: Counts as having one less system for the purposes of calculating colony cost. Filo runs with a high functioning power to anti corruption setup. Everything gets done correctly.

    Faction Stats: You may spend up to thirty five points spread between the various stats.
    The Navy: 7: The Filo fleet combines strong tactics and psychology with well maintained ships.
    The Agency: 7: Hidden weaknesses cannot be exploited. This branch helps defend against other operatives and uses its influences against outside forces.
    The Market: 7: Filo has built up an effective model for the market. They have sacrificed quick growth for stable and dependent support.
    The University: 7: Never turning their backs on the sciences, Filo understands that a strong science community can vastly improve all aspects of the nation.
    The Court: 7: The Royal family is new, but the internal system and support structures for government have been perfected. This allows the Gilkara Family to focus on their goals without sacrifices in other areas.

    Faction Resources: Each faction will start with a base of 0 trade, 50 prestige, and 35 colony sites spread across their systems.
    Trade:5 (Overflowing Coffers)
    Prestige: 25 (Disgraced Name)
    Colony Sites: 40 (Expansive)

    This looks good. Do you have a preferred starting location?

  21. - Top - End - #21
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Total War: Imperium Rerecruitment

    I'm excited to see where I end up. You are free to put me wherever.

    I do have a few questions about

    1. Units: How do we track them?
    2. Movement: what are the limitations on moving units. Are we restricted to lines on the map?
    3. Titles: Are we all dukes? (Or equivalent?)
    "I'll get a cool quote, just you wait."
    Here is the backdrop to the first Campaign in my Titan Blood World.
    Bastilonis

  22. - Top - End - #22
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    Psilulz's Avatar

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by ArcaneStomper View Post
    The problem with your first choice is that House Greenflame is actively talking with the earls in those systems. So I don't want to replace them. I actually can't do much in the lower right corner because that's pretty much the most active area in the game currently.

    For your second choice you need 8 systems to start. What if I replaced House Jinks with your faction? That's in pretty much the same area.
    Ahh, then yeah, definitely don't want to replace npcs that are being talked to!

    Need 8 systems? Drats... really wanted 5, so that my base colony cost is 1 (and so that mobile colonies cost 10 instead of 20). But, if I need to grab 8... hmmm...

    I'm fine with House Jink's position but their systems seem somewhat small.

    Okay, how about this:
    The 8, 8, 7, 7, & 6 between Lonestar and Excagon AND any three of the following:
    -Any one 6+ system in the Whitewynne Sector
    -Any one 6+ system in the Byvale Sector
    -The 8 between House Bosque and House Arnos
    -The 7 between House Startosa and the Universal Empyrean Church
    -The 6 or 7 in the Canzanelli Sector
    Many thanks to Derjuin for my awesome alhoon avatar!

  23. - Top - End - #23
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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by LimSindull View Post
    I'm excited to see where I end up. You are free to put me wherever.

    I do have a few questions about

    1. Units: How do we track them?
    2. Movement: what are the limitations on moving units. Are we restricted to lines on the map?
    3. Titles: Are we all dukes? (Or equivalent?)
    1. You can track them however you want. I personally have a chart with all the stats and units for the factions on it which is my master list.
    2. You can move along the lines which are warp gate connections. It's possible to move units outside the map if you have outlaw gate maps.
    3. Most of you are Dukes. But the factions with the Titleless trait don't have a rank.

    Quote Originally Posted by Psilulz View Post
    Ahh, then yeah, definitely don't want to replace npcs that are being talked to!

    Need 8 systems? Drats... really wanted 5, so that my base colony cost is 1 (and so that mobile colonies cost 10 instead of 20). But, if I need to grab 8... hmmm...

    I'm fine with House Jink's position but their systems seem somewhat small.

    Okay, how about this:
    The 8, 8, 7, 7, & 6 between Lonestar and Excagon AND any three of the following:
    -Any one 6+ system in the Whitewynne Sector
    -Any one 6+ system in the Byvale Sector
    -The 8 between House Bosque and House Arnos
    -The 7 between House Startosa and the Universal Empyrean Church
    -The 6 or 7 in the Canzanelli Sector
    Sorry I guess I should have made it clear, but you start with a set number and type of systems. One 6 value system which is your capital. One 3 value system. Four 4 value systems, and two 5 value systems. For 35 total colony sites. That's to keep all the starting positions balanced.

    Factions with Expansive get another 5 value system, and factions with constrained lose one 5 value system.

  24. - Top - End - #24
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    Psilulz's Avatar

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by ArcaneStomper View Post
    Sorry I guess I should have made it clear, but you start with a set number and type of systems. One 6 value system which is your capital. One 3 value system. Four 4 value systems, and two 5 value systems. For 35 total colony sites. That's to keep all the starting positions balanced.

    Factions with Expansive get another 5 value system, and factions with constrained lose one 5 value system.
    Ahhhhhhhhhh

    That makes a lot more sense.

    Well, in that case, I'm good anywhere, even if you'd like to scatter my systems across the Imperium.
    Many thanks to Derjuin for my awesome alhoon avatar!

  25. - Top - End - #25
    Troll in the Playground
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    Default Re: Total War: Imperium Rerecruitment

    I'd replace House Xinclair with your faction and give you the additional system to their south east.

  26. - Top - End - #26
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    Psilulz's Avatar

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    Default Re: Total War: Imperium Rerecruitment

    Quote Originally Posted by ArcaneStomper View Post
    I'd replace House Xinclair with your faction and give you the additional system to their south east.
    Ooh, some systems in the Imperial Sector. I suppose I should be honored terrified, but I'll take it!
    Many thanks to Derjuin for my awesome alhoon avatar!

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