The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #181
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    My writeup for Alitur should be done. You can see it 3 posts above this one.

    Edit: or Here since it's on another page.
    Last edited by bc56; 2019-08-27 at 11:42 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  2. - Top - End - #182
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Oh Gods forbid this bloody war...
    I see my sparks falling one by one.
    So here I am, in this fight I'm alone.
    I'm stuck here in this hellhole on my own

    Taste the blood, tears of pain!
    Memories from the past strike through my mind!
    My royal blood, begins to boil
    Deadly wounds can't stop me now, I still stand strong
    I just can't die!!!

    You! Will die! By my hand! Forever you're condemned!
    Because, I am in command!
    In flames you burn!


    -Formal Song of War as performed by Vix-Tal towards the Grymlan Combine
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  3. - Top - End - #183
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    The Grymlans either have huge cojones or very tiny brains. Probably both.

    I'm out of range, but someone slap them for me.
    Empire! A community world-building game, always recruiting

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  4. - Top - End - #184
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Working on it atm.
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  5. - Top - End - #185
    Orc in the Playground
     
    Planetar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Tychris1 View Post
    Working on it atm.
    I'm helping!

  6. - Top - End - #186
    Ettin in the Playground
     
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Mary I’m overjoyed at my little Dynastinarea Sorceress coming along <3
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  7. - Top - End - #187
    Bugbear in the Playground
     
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Tychris1 View Post
    Mary I’m overjoyed at my little Dynastinarea Sorceress coming along <3
    Obviously Eladia would bring her new best friend along! <3
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  8. - Top - End - #188
    Halfling in the Playground
     
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Sapje (C17)


    Spoiler: Terrain
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    The system Sapje has a yellow star with 2 planets in orbit of these planets 1 is populated by an intelligent species.

    Sapje(Yellow star)
    A G class with a surface temperature of 5800 degrees Celsius and has the following celestial bodies in orbit:

    Doorgang 1:
    This tiny highly urbanised planet is home to a multitude of varied insectoids who specialise in surgery the planets has little to no nature left and the atmosphere is heavily polluted. Global warming is accelerating and an extinction level event could arrive at any moment. The planet is divided into 5 continents each with its own Insectoid leader these leaders form a global council that govern the planet as a whole. The northern two continents are the only ones to see snow once a year and much of this is mixed with volcanic ash from the volcanoes that form the equator, the two southern continents have long ago lost the last of their trees and the horizon is dotted with factories who's primary use is the production of oxygen. The eastern continent is the last vestige of nature with two parks that are heavily guarded only surgeons can live near this bounty of natural oxygen.


    Doorgang 2:
    This barren world has little interest for the inhabitants of Doorgang 1 but has been colonised by the Mier Formica who have started their terra forming process to transform it into a living jungle world. There is no native live on this planet and the frozen ice caps are the only source of water on this planet.


    Spoiler: People
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    The Versting are a nine armed insectoid race that live on Doorgang 1 and are the native inhabitants of Sapje. The Versting have evolved differently over the years and each of the five continents has a slightly different breed but at the core they remain the same. The culture drives people to become surgeons from a young age however only ten percent of the population can pass the rigorous exams and the remaining ninety percent are forced to work in the factories to produce food, oxygen or entertainment, the ones that do pass live in a life of luxury on the eastern continent.

    The Mier Forimica have established themselves on Doorgang 2 and have created a small forest near the northern ice cap. The planet cannot sustain the vegetation on its own and needs constant attention from the colony. The rest of the planet is barren and cannot sustain any life surface samples show that this planet once had liquid water however this appears to not have sustained life.


    Spoiler: History
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    The Sapje system was discovered by the Draaxerri on 217503.0.0.81and the battle was conquered by the Mier Formica in 217507.0.0.81. The native Versting did not agree with the takeover of the Mier Formica however agreed to a peaceful coexistence when the Mier Formica promised to heal their planets and restore their forests. The Versting explained that they have lived on this planet for 15.000 years most of this was focused on the southern two continents, many battles were fought over natural resources as the volcanic equator formed a natural line preventing expansion to the south. It was not until 8000 years of living on the southern continents that a passage to the eastern continent was found, the eastern continent forms the only natural path to the northern continent and quickly turned into a wealthy trade hub. When the industrial revolution began in the year 10.000 many of the Versting enjoyed ease of living and were quick to take to the skies, this in turn weakened the position of the east and lead to a plan that would doom them all.

    The eastern continent planted explosives at strategic locations along the equator and set all of the volcanoes of in unison. The loss of life was tremendous, the skies were no longer a viable option of travel and most of the vegetation on the northern and southern continents were wiped out. While many dammed the eastern continent for its actions the trained surgeons that lived there saved the lives of the Versting caught in the aftermath of the eruptions. The ruling body of the eastern continent was removed (quite literally) and the surgeons were placed in charge of what was once again the only trade route available. This is the reason the position of surgeon is so sought after, anyone that manages to pass the medical exam can be a part of the prestigious east and help rule it.

    Many years have passed and while small efforts to regrow plants and trees have been attempted none have had massive success and factories that can convert the outside atmosphere into breathable air have been erected all over the continents. Whoever does not pass the medical exam will most likely end up working in one of these factories.

    With the arrival of the Mier Formica many were upset as noone had spoken to the Mier Formica about any occupation or had even heard of them before now. When the ships of the Mier Formica arrived the Versting knew that they had no chance of repelling the army before them and surrendered. The Mier Formica did not force the Versting to change their ways and only offered their help in attempts to restore their planet. Occupying the only other world in the solar system the Mier Formica have offered assistance and managed to create a small park on the northern continent that in time may grow and provide a hope for the planet to return to normal.


    Spoiler: Government
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    The Mier formica queen instructed the planetary queens to inhabit this system and make it Doorgang 2 thrive. Doorgang 1 does have a planetary queen however she does not govern the planet. Doorgang 2 is ruled by five representatives from each of the continents that make decisions that will affect their entire world. The Mier Formica are invited to the yearly meeting as advisers.

    A representative of the Versting named Zetrik has joined the Mier Formica Diplomatic fleet and will journey with them as they speak to other races all over the galaxy.

    Both queens command the smaller ants who follow the commands diligently.


    Spoiler: Resources
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    The eastern continent of Doorgang 1 has a wide variety of surgeons can use all nine of their arms to perform complex operations.

    9-Armed Surgeons [Good] (Skilled beings)

    Tp1: House vaspal has some of the best surgeons the planet has to offer and is more than happy to send some off world to assist the galaxy at large.

    TP2: House Varqut would not see themselves outdone by Vaspal and will send their top tier surgeons to assist the galaxy in any way they can.



    Spoiler: Philosophy
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    The colony has not yet spread their beliefs to this system and the Versting do not hold strong beliefs themselves, the learning centre lies open

    LC: One of the parks on the eastern continent has been converted into a shrine to honour the memory of nature. There are many research complexes scattered throughout the park to investigate how to best rejuvenate nature.



    Weerstand (C15)


    Spoiler: Terrain
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    The system Weerstand is a triple star system and has one Blue Star and two yellow star with 3 planets in orbit of these planets 1 used to be populated by an intelligent species.

    Weerstand(Blue star)
    A F class with a surface temperature of 25000 degrees Celsius and has the following celestial bodies in orbit:

    Afstand 1
    A G class yellow star with a surface temperature of 5000 degrees Celsius this star entered the orbit of Weerstand with its celestial twin Afstand 2.

    Afstand 2
    A G class yellow star with a surface temperature of 5500 degrees Celsius this star has a very close orbit around weerstand and will collide with it in the next 100.000 years.

    Garnaal 1:
    A planet described in local legends as the most beautiful place in the universe. The Planets offers three sun rises, a rainbow sky and all encompassing oceans however Mier Formica quickly find that the planets oceans are infested with GMO giga shrimp. This once inhabited planet is now rules by the Giga shrimp who seem to have been bred in containment bays that are dotted across the world.


    Garnaal 2:
    An ice planet that conceals much of its life in the liquid seas underneath its surface. Scans from the Mier Formica show that life is abundant under the ice with some creatures in the depths reaching a staggering thirty meters in length. Observations about the planet are limited and the Mier Formica struggle to get through the ice to complete more in depth scan.


    Garnaal 3:
    Garnaal 3 is a gas giant with a very erratic orbit around Weerstand and offers a near perfect shield that catches meteorites heading for Garnaal 1 and 2. The continuous storms traveling across its surface could be used for a massive amount of power if they knew how to harvest it.


    Spoiler: People
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    The Mier Formica now inhabit this system having claimed two planets. The main colony in this system is situated on Garnaal 1 where much of the colony is assigned to control the escaped Giga Shrimp.The creatures offer great resistance and it is easy to see how the previous population got wiped out.

    A secondary colony has been established on Garnaal 2 however the ice is preventing the colony from gaining a foothold.

    Remains of an intelligent race are found on Garnaal 1 this race has been named Shrimpans they seem to have gone extinct when the population of Giga Shrimp went out of control.


    Spoiler: History
    Show

    The Shrimpans seem to have been a thriving trade nation with mass amounst of tourism and their fabled Giga Shrimp dinner plates catching attention of far and wide. The Shrimpans were introduced to the galactic stage far too early as FTL capable species could not resist the resorts that were built. The tourism of these new beings drove the Shrimpans to improve the food on offer and the luxury of the hotels. This proved to be their downfall as mass breeding of the Giga shrimp let to containment issues and it was not long before a mass outbreak of Giga Shrimp occurred. The extraterrestrial visitors were quick to leave and abandon the Shrimpans to their fate, battles were fought over many years but the last of the remaining forces were wiped out around 200 years ago. The Giga Shrimp production now lies silent and wild Giga Shrimp patrol not only the planet but the surrounding space.

    The Mier Formica entered this space and managed to find a favourite snack of the Giga Shrimp and prevented themselves from becoming dinner. The Mier Formica settled on Garnaal 1 and have been working on ways to contain the Giga Shrimp and perhaps restart the breeding efforts.


    Spoiler: Government
    Show

    The Mier formica queen instructed the planetary queens to inhabit this system and make it thrive. The Planetary queen on Garnaal 1 is in charge of the planet and the system at large. The planetary queen on Garnaal 2 is in charge of the scans and observation of the life under the ice.

    Both queens command the smaller ants who follow the commands diligently.



    Spoiler: Resources
    Show

    The system offers an abundance of Giga Shrimp that can be caught all over the system.

    TP1: A colony that has made a nest around the gas Giant of Garnaal 3 this colony is seen to abandon its weaker young that can be caught and traded easily.

    TP2: A mid space colony of Giga shrimp that have adapted to live on the energies released by the blue star.

    TP3: One of the old breeding facilities has a Pair of Giga shrimp nesting in it. This facility can be fished for trade.



    Spoiler: Philosophy
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    The colony has not yet spread their beliefs to this system and the learning centre lies open.

    LC: An abandoned hotel is a testament to what the planet used to offer. With luxurious rooms and an ocean side view this LC has something for all!
    Last edited by Moriko; 2019-09-07 at 10:14 AM.
    See that awesome avatar? This dude called Gengy made it.

  9. - Top - End - #189
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Dawn’s Reach
    Region H18


    Spoiler: Region
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    Region
    Star System: Yoake (Dead Star) Dawn Nebula
    The Dawn Nebula was born from the destruction of Yoake. More colorful in death than the white star had been in life, the color gradients of the Dawn Nebula resemble those of its morning namesake, ranging from deep orange which softens to pink and brightens into an intense yellow that forms a ring around the center of the solar system where the remaining planets dwell, rendered lifeless and broken upon Yoake’s terminal transformation into stardust.

    Within the nebula’s center exists an asteroid field, the remnants of a small shattered planet that had been the closest in orbit to Yoake when it went supernova. The asteroid field makes navigation of the interior nebula treacherous. Several more cold, dead planets inhabit the nucleus. One of these planets, Iiden, once held a bounty of diverse flora and fauna, was now a charred corpse, fractured into four pieces which maintained their relative proximity through the planet’s continued rotation and orbit around the central neutron star.

    Spoiler: People
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    People
    Far past the destruction left in Yoake’s wake, on the edge of known space, a place of eternal vigil was constructed to atone for and contain a singular evil bent on the destruction of those that were merely different. With eyes turned away from the rest of the galaxy, focused on the matters of the core where the fight for the survival of the galaxy was waged on a daily basis, dwells the Abbey known as Dawn Embrace. So fixated on the containment of their known threat, the Sisters did not come not to know the beings rising into their own power behind them until the events of the Simulacrum, and did not trust the intentions of the newly maturated until their hand was forced, so becoming a self-fulfilling prophecy of intrigue and deception.

    The sole sapient beings on the doomed Iiden were a race of giant-sized humanoid cyclops. Gentle beings despite their size, the cyclops find joy and purpose in fabricating tools and weapons from metals and take pride in their impeccable craftsmanship. Aided by the Sisterhood, the cyclops escaped Yoake’s dying fury and roam planetless, sustained completely on a colony ship whose fuel core also serves as a great furnace for the giant smiths. The furnace room is etched with the names of all the extraordinary weapons made by the giants’ hands from an alloy invented by them from rare minerals only found within the nebula’s dangerous core. The cyclops find strength in unity and are strong in their belief of The One, due to the proximity of the Dawn Embrace and the Sisterhood’s key role in their survival.

    Spoiler: History and Government
    Show
    History and Government
    Dawn Embrace was built ages ago in response to the emergence of the threat of The Same and is currently headed by Abbess Hermona. Constructed atop a large asteroid, the sheer white buttresses and pinnacles are a stark contrast against the backdrop of space around it. Great engines placed in large holes drilled into the edges of the asteroid grant the Abbey mobility, though unwieldy and slow. Over the vast span of years of the fortresses existence, more and more of the asteroid’s surface has come to be covered by extensions of the residential cathedral, the white smooth-faced building rising sharply from the asteroid surface like shark fins breaching the ocean’s surface.

    By their great wisdom and knowledge, Yoake’s eventual destruction was foretold to the cyclops by the Sisterhood. Without any methods of their own to save themselves, the cyclops entreated the Sisters for help. The nuns saw the wisdom in preserving the race of talented smiths and metalworkers, and so they helped them build the colony ship, simply named Spacehome by the cyclops, on which they made their escape. In exchange, they provide the Sisters with all manner of metal goods. The hierarchy of the cyclops have evolved since they adopted their roving lifestyle with the roles of the Captain, Mastersmith and Chief of Mining Operations being the most illustrious positions.

    Spoiler: Philosophy
    Show
    Philosophy
    Both the Sisters of Dawn Embrace and the roaming cyclops of Spacehome hold to the ideology of The One. Symbolized by two concentric circles, The One teaches that many individual minds make up the diverse fabric of the interconnected universe.
    LC: Dawn Embrace Abby (The One)

    Spoiler: Resource
    Show
    Resource: Magnalium Alloy (Good)
    Created from two metals only found and mined in the dangerous asteroid field of Dawn’s Reach, the Magnalium Alloy that the cyclops are famous for creating is renowned for its durability and hardness. When finished, the metallic mixture produces a dark grey low-lustre metal that is not easily dented or pierced through. Due to its hardness, the alloy must be worked quickly and requires incredible heat to maintain in the molten form. Magnalium Alloy is thought to be amongst the hardest of known metals and is excellent material for weapons and tools.

    Spoiler: Leader
    Show
    Leader
    (Local)
    Abbess Hermona currently heads Dawn Embrace Abbey and Captain Glowar Dunnis leads the giant cyclops of Spacehome.
    (Imperial)
    Empress Sai of the Galactic Droccen Imperium.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  10. - Top - End - #190
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    The Faivi Ascendancy
    Region L8

    Spoiler: Summary
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    Resource: Killbots [Great]
    1. [GEN]
    2. [GEN]
    3. [vacant]
    Learning Center: The Aerie [Open]


    Spoiler: Region
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    System: Lishan

    System Data:

    Lishan
    Type: K1 V Orange Main Sequence
    Radius: 6.75 x 10^5 km (0.97 x sol)
    Mass: 1.99 x 10^30 kg (1.00 x sol)
    Temperature: 4700 K
    Luminosity: 1.93 x 10^26 W (0.50 x sol)


    Rednest
    Type: Rock Planet
    Orbital Radius: 4.66 x 10^7 km (0.31 AU)
    Period: 1.52 x 10^3 hours (0.17 earth years)
    Radius: 5494.90 km (0.86 x earth)
    Gravity: 9.60 m/s^2 (0.98 x earth)
    Special: Heavy volcanism


    Kathari
    Type: Terrestrial World
    Orbital Radius: 8.11 x 10^7 km (0.54 AU)
    Period: 3.49 x 10^3 hours (0.40 earth years)
    Radius: 6211.37 km (0.97 x earth)
    Gravity: 9.77 m/s^2 (1.00 x earth)
    Hydrosphere: 28 % water, 1 % ice
    Atmosphere: Dense breathable
    Biosphere: Earthlike

    Spoiler: Expanded View
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    Type: Standard iron/silicate
    Radius: 6211.37 km (0.97 x earth)
    Surface Area: 4.85 x 10^8 km^2
    Land Area: 3.54 x 10^8 km^2 (2.38 x earth)
    Mass: 5.67 x 10^24 kg (0.95 x earth)
    Density: 5.65 g/cm^3 (1.02 x earth)
    Composition 35.8% iron, 27.7% oxygen, 17.1% silicon, 14.7% titanium, 4.7% other metals, trace other elements

    Gravity: 9.77 m/s^2 (1.00 x earth)
    Esc. Velocity: 11.02 km/s
    Period: 24.74 hours
    Axis Tilt: 58.08 °

    Water: 28 %
    Ice: 1 %
    Atmosphere: Dense breathable
    Pressure: 168.43 kPa (1.66 x earth)
    Composition: 80.3% nitrogen, 19.7% oxygen, trace other gases
    Chemistry: Carbon

    Description: The homeworld of the Faivi Ascendancy, Kathari is a dry, metal-rich terrestrial world with a robust (if primarily xeric) biosphere. Unfortunately, nuclear war and a distressingly large number of still-burning dirty bombs have rendered many lowland regions unsuitable for habitation outside of arcologies, though this doesn’t stop animal species from thriving in impromptu wildlife reserves. Many cities exist, however, in the mountain heights where the winds carry fewer radioactive particles.



    Glintnest
    Type: Terrestrial World
    Orbital Radius: 1.13 x 10^8 km (0.76 AU)
    Period: 5.74 x 10^3 hours (0.66 earth years)
    Radius: 9878.23 km (1.55 x earth)
    Gravity: 17.92 m/s^2 (1.83 x earth)
    Hydrosphere: 5 % water, 1 % ice
    Atmosphere: Dense corrosive

    Spoiler: Expanded View
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    Type: Large metallic
    Radius: 9878.23 km (1.55 x earth)
    Surface Area: 1.23 x 10^9 km^2
    Land Area: 1.10 x 10^9 km^2 (7.52 x earth)
    Mass: 2.63 x 10^25 kg (4.41 x earth)
    Density: 6.52 g/cm^3 (1.18 x earth)
    Composition: 49.3% titanium, 21.8% iron, 14.0% oxygen, 12.7% silicon, 2.2% other metals, trace other elements

    Gravity: 17.92 m/s^2 (1.83 x earth)
    Esc. Velocity: 18.81 km/s
    Period: 13.84 hours
    Axis Tilt: 11.76°

    Water: 5 %
    Ice: 1 %
    Atmosphere: Dense corrosive
    Pressure: 213.23 kPa (2.10 x earth)
    Composition: 54.8% ammonia, 23.7% methane, 21.6% carbon dioxide, trace other gases
    Chemistry: Ammonia

    Description: Though the atmosphere is too chemically reactive in all the wrong ways to easily build arcologies, space stations in orbit around Glintnest serve as operations centers for many robotic mining operations on this metal-rich world. Though the planet is also rich in primitive Ammonia-based life, little of it is of commercial value except as an abundant source of chemical fertilizer.



    Windsail
    Type: Rock Planet
    Orbital Radius: 1.92 x 10^8 km (1.28 AU)
    Period: 1.27 x 10^4 hours (1.45 earth years)
    Radius: 9808.73 km (1.54 x earth)
    Gravity: 14.47 m/s^2 (1.48 x earth)
    Special: Electromagnetic storms, planetary rings


    Greenrock
    Type: Rock Planet
    Orbital Radius: 3.21 x 10^8 km (2.14 AU)
    Period: 2.74 x 10^4 hours (3.14 earth years)
    Radius: 5390.99 km (0.85 x earth)
    Gravity: 7.87 m/s2 (0.80 x earth)



    Spoiler: People
    Show
    The Faivi superficially resemble humans, having broadly similar body structures, skin tones, body hair placement, and other such features, even having similar sexual dimorphism. The most obvious gross difference between humans and Faivi is that Faivi have a large pair of birdlike wings sprouting from behind their shoulders, with plumage that consistently matches their hair. Upon closer inspection, other differences become apparent: The “hair” is actually composed of very fine feather-like structures and branch and hook in a similar manner, the bones are hollow and very light in comparison to a human’s, they require much more oxygen and much less water than humans do, and while their reproductive systems are morphologically similar to humans, females lay small clutches of eggs after about two months of gestation rather than giving live birth.

    The morphological similarities to humans are baffling to scientists, though have been cited as evidence for various theories of convergent evolution…maybe.

    Despite possessing wings and bodies tuned for flight, only certain bloodlines (numbering about one in a hundred Faivi) are actually capable of flight even on the homeworld. The distinction is not morphological but neurological: Faivi “Nobles” are natural Class 2 Espers with a consistent ability to telekinetically manipulate air currents and pressure boundaries to allow for personal flight, and sometimes with practice and training even allow non-noble Faivi to fly along. Historical evidence suggests this ability was once universal, with postwar mutations reducing the prevalence of the relevant gene only a few hundred years before.

    As if to make up the difference, the “lowborn” Faivi began to build flying machines, which soon progressed into a culture of mechanical mastery, spurring a second industrial revolution and eventually many breakthroughs in the field of robotics. Soon machines began to scour the radiated regions for resources, annihilating wildlife with novel weapons systems designed by tinkers both sane and mad. Before long new nations formed around factions capable of producing fleets of Killbots as they gathered resources for a new race to the stars.


    Spoiler: Government
    Show
    Despite some experience with Espers, Gelean interference was able to rapidly seize power-behind-the-throne control of The Ascendancy, an extreme faction promoting alien alliances and a desire to make everyone a Noble. From there, sharing GLD technology and 0.8 RJ artificial intelligences allowed Ascendancy Killbots to easily overwhelm their opposition and establish dominance, which turned into a Gelean Protectorate within months.

    The Ascendancy’s government is a constitutional diarchy established by a mated pair and their many advisors, which answer to both various Noble Houses and a House of Commons…which wields outsize influence thanks to its infiltration by various corporate interests and the cultural attitude that Common Faivi will all be Noble once the genetic secrets are unlocked.


    Spoiler: Philosophy
    Show
    The Aerie is a high point on Kathari and a traditional holy site of multiple historical religions. It currently lies abandoned in the radiated zone, unclaimed by any particular faith.


    Spoiler: Resources
    Show
    Killbots are exactly what they sound like: Robots designed for the purpose of killing. Though their specific designs vary from corporation to corporation, not to mention the eclectic creations of the occasional mad engineer that starts an independent practice, these weapons can be found in forms designed for land, air, sea, and space. [Category: Skilled Beings (Mercenaries)/Electronics]
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  11. - Top - End - #191
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Some regions, I guess:

    Spoiler: I9
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    I9 The Ionine

    Spoiler: Summary
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    Leader: King Tamut
    Resource: Antimatter Refineries [Good]
    TP1: Open
    TP2: Open
    Learning Center: [Open]


    Spoiler: Region
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    The Ionine region shares some similarities with the Cacola Void, with seemingly similar methods used to disassemble most celestial objects in the area. Instead of a singular massive Sphere there are three ring stations orbiting a single binary star system. The ring stations are large enough to house roughly ten million Ionians a piece, but additional Ionine stations exist throughout the region with smaller populations. The smaller stations are primarily Antimatter Refineries, orbiting at the farthest edges of the binary system's gravity well. Other star systems dot the region, but the are largely unremarkable and currently unpopulated.


    Spoiler: People
    Show
    The Ioninians are a humanoid race, in many ways similar to humans. They average 2 meters tall and 70kg in mass making them appear very slight. It is unknown if this is an adaptation to living in low-grav space stations or if it predates their move to the ring stations. Their skin ranges shades of pinkish orange, and their hair tends towards shades of reddish orange. Their facial features appear 'sharp' compared to humans, with pointier noses, more prominent cheek bones, and long pointed ears.

    The Ioninians prove to be receptive hosts for the kombuch, and within a year of first contact nearly 10% of Ioninians were xeno-colonies.

    Thanks to the robot work force they had for generations, Ioninians are used to spending their time and energy on artistic and leisurely endeavors. Failure to produce any kind of FTL drive has left their culture largely stagnate for the last two hundred years, but they had been peaceful despite some short lived political drives for expansion. The Ioninians were largely happy with the status quo and unaware of the growing resentment of the robot underclass they constantly underestimated.


    Spoiler: History and Government
    Show
    The Ioninians have lived on ring stations so long that their creation has faded into mythology. They tell tales of a great war that ended when the titan Ionannut shattered their homeworld and forged the ring stations from what was left. The robotic Ioninians, now Aminitans, tell a slightly different story and claim they built the rings to try and save the Ioninians from themselves when they destroyed their homeworld in a catastrophic nuclear war.

    For generations the government has been a uniquely weak monarchy led by the self proclaimed descendants of Ionannut. While the monarchy has held veto power over the various tribal governments on the rings, they have not used it in living memory.


    Spoiler: Philosophy
    Show
    The Ioninians have a bare bones guiding philosophy that roughly amounts to ancestor worship.


    Spoiler: Resource
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    Antimatter Refineries:
    The Antimatter Refineries of Ionine produce a high quality and shockingly stable form of antimatter fuel usable in power generators and starship engines.


    Spoiler: J8
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    J8 Cyreilian Expanse

    Spoiler: Summary
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    Leader: Flaco Tchoff

    Resource: Cyreilian Marching Powder [Good]
    TP1: LYR
    TP2: GEN
    Learning Center: [Open]


    Spoiler: Region
    Show
    The Cyreilian Expanse is a relatively dense region of space compared to the rest of Kombuch space which barely skirts the edges of the spiral arm. The region is named for the sole inhabited system, Cyreilia, which has only one planet capable of sustaining life. Cyreilia Γ, the third planet in the system, also known as New Dar, has a single supercontinent making up roughly a third of the planet's surface and dominated by dense jungles. The lyraens have one massive equatorial city on the planet with multiple villages deeper in the jungles. Many powerful aristocrats live and operate out of plantation villas out in the jungles, though the most powerful also have homes in the city.


    Spoiler: People
    Show
    The people of New Dar are lyraens who somehow managed to settle on the planet nearly eighty galactic years ago despite only leaving Dar seventeen years ago during the Lyraen Civil War. According to their own records they navigated through a wormhole to escape what they saw as an imminent defeat.


    Spoiler: History and Government
    Show
    The lyraens of New Dar crash landed on the planet roughly eighty years ago after escaping through a wormhole to cross a sixth of the galaxy with an unexpected side effect of throwing them back in time. The time immediately after the landing was rough. Supplies were tight and the jungles are inhabited by massive predatory beasts. Society buckled under the pressure. The survivors and their new government were cutthroat. The discovery of Cyreilian marching powder led to groups of cartels raising personal armies and carving out their own principalities in the jungle. The title of ruler of New Dar has passed back and forth between the cartels in a long series of bloody coups and assassinations. The current leader, Flaco Tchoff of the Xabar Cartell, grips the city in an iron fist, but he is cunning enough to see the changes coming with the kombuch. For now he struggles to maintain control in this new era of politics.


    Spoiler: Philosophy
    Show
    The lyraens of New Dar fled before the new government and the Three Ideals were established. Many still talk of Lyrae, but for most she is a bedtime story at best.


    Spoiler: Resource
    Show
    Cyreilian Marching Powder:
    Cyreilian Marching Powder is a powerful and addictive stimulant used to control and super charge cartel armies. Lyraens on the drug exhibit enhanced perception and reflexes, reduced perception of pain, and insomnia that persists long after the brief high. The effects on other species are largely unknown. Kombuch are unaffected by the drug.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
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  12. - Top - End - #192
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    NecromancerGirl

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    4 days left for round 6 posts!


    This is a reminder from the GM team for the following players that have not posted in round 6 so far:

    Wizard_Lizard*
    Ausar
    SOSDarkPhoenix
    LapisCattis
    DionysisReborn
    Kjelfalconer


    *Hasn't posted last round; in danger of dropping out.

    Additionally, the following players have not decided on or posted all their actions:

    Tentreto
    zabbarot
    Lleban
    Miltonian


    We hope you all are excited for round 7! I hear it will be phenomenal...

  13. - Top - End - #193
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    The Zataris Cluster is mostly written up. I just need to do the physical description bit which I will get done tomorrow when I get home from my family reunion.
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  14. - Top - End - #194
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Region Reviews! (Sorry they are so late in the round)

    Elemental - Get me the Region Description for the Zataris Cluster, and it will be Approved.

    @Pepper - I find no issues with Numenori Frontier and it is Approved. Regarding Dawn's Reach... Just how big is a "giant-sized" cyclops? Answer that, and I don't have a problem with the region. I just need a little bit more of a quantifier. Don't mind big races, just need to know what I'm dealing with for 'big'. So yeah. Dawn's Reach? Approved, pending a more numerical height.

    @Aed - Generally speaking, I would prefer for a round to end and the region be officially claimed by a player before I provide approval on a region. However, you are correct this time that it is very unlikely that someone else will be able to prevent you from acquiring Norduin Starfield. And... that's quite a number of species that you've introduced. That's not a bad thing, mind you! I like what you've done with Onliest Hats, though I question the "madness" inducing chemicals. Seems odd to me. I can work with it, though. Assuming that nothing strange happens in the Round Opener that even I am unaware of, after tomorrow, this will be Approved. But only after the round opener.

    @Potato - Hoop Breach has strange formatting, but is otherwise Approved.

    @bc - Alitur is Approved. I look forward to your Propaganda.

    @Moriko - Grammatical errors here and there (nothing a second pass from the author won't catch to correct) but otherwise, Sapje and Weerstand are Approved. I do like the 'doomed race' aspect of Weerstand.

    @Blade - That's... quite a bit of math for your Region description. I'm glad you went into more details for Kathari itself, thanks. And Faivi being mostly human features (minus the wings) but also laying eggs? Neat. I would like to know more about who was in charge of the the Faivi Ascendancy killbots when the Geleans's helped them to seize power (ie, a name or a faction or both), but that's only a small detail and the region as a whole is Approved.

    @Zab - I was hoping for a bit more details on recent History for the Ionine (ie, the Kombuch preventing a civil war) but even without that, this region is Approved. As for the Cyreilian Expanse? Timey-wimey stuff bothers me a little when it's not the GM Team doing it. As long as we both agree that we aren't going to explore that avenue of the story, I will let it be. I do like the drug cartel Lyraens and I hope Miltonian sees this region, just so he knows it exists more than just as a place he gets his Marching Powder from J8 is also Approved.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
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  15. - Top - End - #195
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    I am done with the Zataris Cluster Sir Gengy. Sorry for the delay.
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  16. - Top - End - #196
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Region write-up moved here since I'm an idiot:


    Wonderland (D22) - Under Control of the Ndoda
    “CmC operatives from their free floating Relay submit all known information to Ndoda explorers. Unfortunately the Ndoda find that the region is...not quite right. Reports indicate that the majority of the inhabitants are haunted by nightmares on a near nightly basis. Worse still the nightmares frequently lead to psychic projections that commit mischief in the physical world. Interviews with the victims tell tales of giant centipedes, 8 armed giants, and a figure in yellow. Frankly the sole reason civilization hasn’t collapsed is due to large portions of the population remaining medicated on worryingly high doses of Dream Eating pills, to the point where pill rations are considered a popular currency."

    Spoiler: Terrain
    Show
    CmC scouts report that the inhabitants of this system refer to their home planet only as Wonderland, and with no well-recorded histories or studies to be found, the Ndoda have continued to refer to this system and the singular planet within as such. The region is bare and unusually simple, with only one planet orbiting a white dwarf star. Most of the space in the region is filled by the dwarf’s planetary nebula and debris from older planets which had been consumed in the degradation of the star to its current state. The nebula is stunning and menacing in color – swirls of purples, blues, and pinks wrap around the system and seem to entangle any incoming ships.

    The planet Wonderland itself is small and rocky, filled with ranges of tall mountains and valleys, and dense forests. The nebular gases between the star and Wonderland limit the amount of light that reaches the planet. The brightest day appears no brighter than dusk, and most days on Wonderland are perpetually in twilight before succumbing to a nightfall wreathed in the dancing colors of the nebula.

    Civilization is limited to valleys and small stretches of coastline, and few of the forests have been breached to expand cities far into the mountains. Several large and many small islands have likewise been relatively unexplored, the inhabitants expressing a keen unwillingness to venture out into the sea that covers fifty percent of Wonderland’s surface. Fjords and peninsulas border and penetrate the sea, creating jagged coastlines and preventing the creation of a true open ocean. The exception to this is the Disk, a deep, circular expanse of water that is responsible for a fifth of all water coverage on the planet. The strong currents created by the jagged coast all inevitably lead to the Disk, where they recirculate water from the depths. At some periods of the year, strange creatures that would seem more at home in caves are brought to the surface.

    There are four major cities, all densely constructed and centered in their own particular valleys as if the architects were trying to get as far from the mountains as possible. Each city is within a day’s travel of the next nearest city.


    Spoiler: People
    Show
    The inhabitants of Wonderland name themselves as Carides (though some Ndoda call them ‘Red-Eyes’ behind their backs). Humanoid and unscaled, the Carides resemble humans closely, but have incredibly pale skin and hair. An average adult stands at seven feet tall, with females slightly shorter and stockier than the males. Reproduction is slow with only one child being produced between a pair every two years at the most. They are strange creatures with no tail but four arms. They wear thick clothing covering most of the body to keep from the chill of the constant twilight. The cities are full of dilapidated shops, factories, roads, and buildings that suggest that Wonderland used to be full of business, fresh food, and plenty of technology and luxury items that would have created enough jobs for all of the Carides. Now their clothing is worn bare and full of holes with no stores to buy new from or to repair it, most shops have long been ransacked for their goods, and the few Carides still in business only take Dream Eating Pills as currency in exchange for food and essential goods.


    Spoiler: Resource Info
    Show
    Resource: Dream Eating Pills
    Resource Requirement: Hard Metals -

    The Ndoda thought their need for metals had decreased with so much success in trading with other regions. That was until they became in charge of Wonderland's derelict cities. To rebuild and attempt to make this region productive again, building materials are again a necessity.


    Spoiler: Philosophy
    Show
    Plagued by nightmares and constantly medicated, the Capillars have lost all vestiges of any former faith. The only god is the next dose, and Hell comes in the form of the Yellow Hat. An old skyscraper, rusted and covered in broken glass, pierces the purple sky. Capillars who can remember past their last dose call it the Treespire. Scouts have found old records and recordings from days past, but the content is indecipherable. The amount of records indicates that it was a place of some importance. Now its base is a premier site for trading pill rations.

  17. - Top - End - #197
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    @Gengy The Cyclops Giants are 10ft tall! Absolute Units!
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
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  18. - Top - End - #198
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Region write ups


    Region R10 (The Equinus Sector)


    Spoiler: Terrain
    Show
    The most interesting system of the Equinus Sector is a triple series consisting of a blue dwarf, a white and brown failed star. The system contains 3 habitable worlds in addition to a dozen rocky and gaseous worlds that remain largely unexploited. The first inhabited planet (Es-3) appears to be a ringed temperate world in the midst of an ice age, inhabited by a myriad of stone age cultures. The second inhabited world (Es-5) is a large oceanic world with a very high gravitational pull, while it is full of a wide variety of life the only sapient creatures appear to be a race of giant octopi. And the third, Es-6 is a dry world filled with deserts and grasslands home to the feudal centaur lords. Periodically the 3 stars eclipse one another to form a series of astronomical phenomena that impact the cultures of all beings within the system.


    Spoiler: People
    Show

    The people of Es-3 are stout crimson humanoids with largely pig like features including a short snout and prominent straight tusks. Before contact with the Knights Vacio, they live across the planet as a collection of disparate tribes roaming the plains hunting large mammoths and the occasional space horse. Post conquest the region has slowly began to develop into a regional pit stop for ships travelling through the sector. Typically funds, for investment, food, and technology are traded for labor throughout the knight domains. Despite their seemingly primitive ways Red Dwarfs have a profound material and oral culture stretching back thousands of years. From the epic poems of dwarf griots, to the massive cave paintings illustrated with a cacophony of dyes and pigments, the Red Dwarf culture will undoubtedly take years of study to be properly understood by the galactic community.

    In contrast the inhabitants of Es-3, the people of Es-6 consist of a mixture of millet/sorghum farmers and pastoral nomads that live herding the noble space horse. Typically the centaurs capture wild space horses when they ride into the lower atmosphere to break them for use as working instruments and as a food source. Space horse horns are considered a potent medicine, tails are often worn as braids to note seniority with the clan, and fermented space horse milk is an incredibly popular beverage for the herders.


    Spoiler: History
    Show

    Before the Knights conquered the Equinus Sector, Es-6’s centaurs spent most of their days practicing careful land management of the vast plains and deserts of Es-6. Eventually one group of centaurs learns to capture and domesticate the noble Space Horse. Using the creatures great speed, flight in concert with iron weapons, ths group of centaurs, now known as the horse lords, swiftly conquered large swathes of the inhabited world forcing many of the agriculturalists into submission. One particular figure E. Maximus managed to forge and empire that stretched from pole to pole. Unfortunately the horse lords penchant for conquest and and battle was the key to their destruction, as E.Maximus’s death left a massive power vacuum among the horse lords leaving the planet open to knight conquest. Post-Knight conquest, a provincial governor has been assigned to the region. As a flex of dominance the horse lords greatest warriors were forced to help build the new citadel that will serve as a beacon of knight rule across the planet. While most native governing structures remain intact, the horse lords must now pay tax to the provincial governor in exchange for continued sovereignty. Many agriculturalists have been “recruited” by the knights to grow designer crops for consumer markets and herd Space Horses for the Knights.


    Spoiler: Resource
    Show


    Space horses are pink horned rhino sized horses that live much of their lives on the asteroid fields outside of Es-8. In deep space the cosmic radiation overcharges their cells granting them flight at insane speeds for any normal animal.

    Spoiler: Philosophy
    Show

    Many of the horse lords have been converted to the One and have been attempting to re contextualize the ordinarily peaceful religion to a more warlike society, resulting in a syncretic belief system not all that different from the same. Emphasis is placed on uniformly following a strict honor code that promotes harsh punishments for those who defy the codes.
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  19. - Top - End - #199
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    I owe Lapis and Lleban Region Reviews. Just a reminder to myself.

    Anyways... @Everyone

    Welcome to the Revolution. I hope you have read the Round Opener for Round 7.

    In case you didn't, you should go do that now. A couple quick OOC questions to resolve. Stuff that I'm sure some of you may ask me.

    1. What happened?
      From a GM perspective, I can tell you that we made some changes. Hopefully fun ones. From an in-game perspective, I would recommend some Investigation actions occur.
    2. Can we fix it?
      Another excellent line of, in-game, inquiry! But... OOC? Between you, me, and the rest of the players? There is no 'reverting' back to how things were before. Not easily.
    3. Is this just a one time thing?
      Wow, you're asking great questions! Some of them should be Investigated in game. This is one of those.
    4. Where did I end up?
      There are a number of GM-created Maps already in the Round Opener, but if you'd like something that is a bit more interactive... There's a Player Map Excel Sheet thingy that Rando and I used to plan this "disaster" out. Should be of some use!
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
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    That way, you'll be a mile away, and have their shoes!

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  20. - Top - End - #200
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Role, if you try to convert the Ninurtine capital without permission, this is likely to be poorly received IC.

    Conversion of outlying regions might be tolerated up to a point, but Ninurtine Imperialism is not only the native ideology but the principle on which the legitimacy of the government is based. Infiltration/replacement by a foreign ideology would be seen not only as unwelcome interference but as something approaching constitutional terrorism.

    No reactive actions are listed yet, given it's early in the round and the conversion actions remain unrolled, but this may change.
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  21. - Top - End - #201
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Howdy folks

    I'm hosting this round's event.
    The Revolution Conference is now open.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
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  22. - Top - End - #202
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by bc56 View Post
    Howdy folks

    I'm hosting this round's event.
    The Revolution Conference is now open.
    Am I invited?
    Empire! A community world-building game, always recruiting

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  23. - Top - End - #203
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Aedilred View Post
    Am I invited?
    Are you going to be rude?

    In seriousness, you can come, but will be treated with greater suspicion.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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  24. - Top - End - #204
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    What in the world
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
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  25. - Top - End - #205
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Yeah even though you are now very far from me you are still my friend and ally! <3 (Kaya is definitely annoyed at the added Courier taxi fare though)

    Dynastinarea will always welcome such refined folk. Especially in such trying times as these where the Same breach out and conquer outside the Core.
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  26. - Top - End - #206
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Aedilred View Post
    Role, if you try to convert the Ninurtine capital without permission, this is likely to be poorly received IC.

    Conversion of outlying regions might be tolerated up to a point, but Ninurtine Imperialism is not only the native ideology but the principle on which the legitimacy of the government is based. Infiltration/replacement by a foreign ideology would be seen not only as unwelcome interference but as something approaching constitutional terrorism.

    No reactive actions are listed yet, given it's early in the round and the conversion actions remain unrolled, but this may change.
    There's a reason I put in two possible conversion targets for that one, and I might not even target you at all, but it's concerning for my theocracy to have a militarily expansionist power so close without a shared faith. If you want to draft some sort of agreement to assuage those fears it would go a long way to making them feel more secure and less in need of desperate conversions that may accidentally destabilize your government (I mean that without euphemistic threat; I switched Rulers to someone with 8 Phy this round; their instinct for diplomacy is 'let's talk religion').
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  27. - Top - End - #207
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Following a chat last night with folks, I’m going to talk about some bits of the rules – not the Revolution – which I’ve been peering at for some time.

    The first is size-based losses from groups of units when deployed. As Dark commented yesterday, these have become a bit of a sacred cow, and I have certainly been guilty as GM/GM assistant of treating them as such in the past. (Admittedly, it did not help that the criticism of them was often made by players who had a tendency to consider any aspect of the rules that worked to their momentary disadvantage to be, like, totes unfair, which probably prejudiced me overall).

    Nevertheless I think they’re worth taking a look at again, now. They were originally brought in in E1 (and I was one of the people responsible for introducing them, so I’m as guilty as anyone here) to encourage people to think twice before using a sledgehammer to crack a nut, and going for the “autowin” when they could still get a 99% chance of winning by committing half as many troops. It also provided some rebalancing for newer players and “proper” NPCs with small armies. They were introduced together with distance losses which were there to discourage people sending their entire army to the other side of the world to fight skirmishes for their allies in wars that didn’t affect them.

    (For the benefit of newer players, these were not theoretical issues: these rules were brought in deliberately to address the way players were using their armies at the time).

    There was a fluff justification for each of these, given it was a medieval fantasy setting, and the basic principle has been retained in every game since, with only some tweaking to the way they are calculated (i.e. the stages at which the 50% loss chance gets rolled).
    One of the things that has changed, without really being commented on, since E1 is that armies are now a lot smaller than they were. At the point size losses were introduced, the unit cap was 10/5 (that is, 10 per capital and 5 per auxiliary region). A basic four-region GK could and usually did rock an army of 20 units – with militia on top. Now the equivalent cap is 5/1, so that same GK (or GP now) has a maximum of eight units – less than half.

    What this means is that small armies are, proportionally, much more effective than they were in earlier games, which means in turn that players have to commit a greater proportion of their military total to have an acceptable victory chance. For example, when fighting the Tabine last round, I calculated that – even with a M10 commander on my side, I would need to send at least six units (a 3:1 advantage) to have a roughly 75%+ chance of winning. I don’t have a problem with that maths, but it was dispiriting that I knew that if I committed that many units I would probably lose at least two of them, thanks to the loss calculations.

    The combination of the lower unit cap, and the revisions to the loss chances, mean that size losses are taking a much larger chunk out of perfectly reasonably-sized armies than they used to.

    That’s a region with only two units. Invading a region with three or four would require even more units committed which – even if you have the units available – could be ruinous, both in terms of action tax and leaving you vulnerable to attack the following round.

    I think that size losses may have become a thing which we just do because that's the way we've (almost) always done it and they're no longer serving any legitimate purpose. I would therefore ask that the GMs consider the following:
    • What, in this edition of Empire, is the purpose of size losses?
    • Do size losses in their current form fulfil that purpose?
    • If so, is that purpose worth fulfilling relative to the negative impact on players?
    • If not, is there another way of fulfilling that purpose?


    I suspect there is an answer that we’ve never really considered, but honestly I’m not sure that anyone – including the GMs – would miss them were we to scrap them in this game.

    The most annoying feature/bug of the losses is really the action tax which follows, because you know you have to waste actions rebuilding your army even where you win overwhelmingly.

    That leads me on to my next thing, which is fabricated claims.

    It may be a coincidence that the claim rules and the unit loss rules are two of the areas where the fantasy origins of the game are most obvious and also the two areas I think are currently the shonkiest. Regarding non-conquest means of region acquisition generally, I think there may be an argument for revisiting the long-defunct colonisation rules, which seem to make a little more fluff sense in this setting, but that’s a discussion for another day and possibly another game.

    That aside, among the different means of region acquisition, fabricated claims are currently the best. Conquest is chancy, reliant on a dice roll, requires a further stabilisation action, and usually costs units, as above, which need to be rebuilt with further actions. For a high-Dip player, claims are all but automatic and the only question is whether it takes two rounds or three. Plus, once complete, they generally (these days) come with a free unit, rather than costing units.

    This goes for both open claims and fabricated ones, but deliberately established open claims are limited to 1/ruler and total new legitimate claims to 2/ruler, with the secondary means of establishment having a much higher TN. Fabricated claims by contrast can be used once per round and there is no penalty for repeated use.

    To my mind this is an issue not only because of the fluff element to fabricated claims, but more importantly because it’s very difficult for other players to counter even if they know exactly what’s going on. Identifying a suspected fabricated claim requires an investigation action, but as the Sisterhood discovered this round, the TN for uncovering the forgery is apparently higher than the TN for the fabrication in the first place. What’s more, even if exposed, it doesn’t invalidate the claim, just publicises it. And if the claiming player moves quickly – and is lucky – enough, they can secure the region in the first round that the claim exists, which means that even if another player investigates immediately, by the time the results come in they’re too late anyway.

    I think this could be relatively simply addressed either by imposing a flat n/ruler cap on fabricated claims, as with real ones, and/or scaling the TN so that it gets harder each time you attempt it. There may also be an argument for the penalty being more overt: that is if the attempt to fabricate fails, it's treated as an open action for the purposes of NPC response. I think this might be worth doing even regardless of the size loss issue, but dealing with that would also help to mitigate the problems with claims anyway.


    I should note that this is not sour grapes or (just) whining for perceived personal advantage. I’m doing fine in this game and I don't need a leg-up from rules changes. These things occurred to me some time ago but I have deliberately left it until now so that I have been able to have an honest go at dealing with them as intended. I figure that if I – from a position of privilege – am finding these a problem then it’s probably a problem for almost everyone on some level.
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  28. - Top - End - #208
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    I think that we should at the very least adjust the numbers necessary to invoke a size loss rule to begin with if not cut out or otherwise totally change the system. It is certainly a dusty relic from back in the day when my one Region in Empire could support an army of 12 units.

    Fabricated Claims I agree should be poked and dissected though. This is my first Empire where they are a frequent subject and it feels out of wack with other aspects.
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  29. - Top - End - #209
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    While I agree that fabricated claims are perhaps a bit wonky thematically, there's really no other way for non-militarist, non-ideological factions to expand without them unless they're willing to change rulers every two to three rounds. The current limitations are I think sufficient given one can usually only have one secret action a round and secret fabrications can still fail.
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  30. - Top - End - #210
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Elemental View Post
    While I agree that fabricated claims are perhaps a bit wonky thematically, there's really no other way for non-militarist, non-ideological factions to expand without them unless they're willing to change rulers every two to three rounds. The current limitations are I think sufficient given one can usually only have one secret action a round and secret fabrications can still fail.
    I agree that there ought to be a Diplomacy-based means of expansion which players who are neither military nor philosophy-focussed can rely on consistently. I'm just not sure that fabricated claims are the right answer to that issue. Given that, per-ruler impositions aside, the claim rules haven't really changed that much since they were revised for E2, I am confident in saying that the way fabricated claims currently operate in practice is not something that was intentional when those rules were written. I suspect their current popularity has resulted from the relative nerfing of other expansion options as much as anything else.

    Firstly, the key point from the above to my mind is not the theme (albeit in what is still a "world-building" game, that is not a negligible point) but that it is a mechanical frustration: other players can see exactly what is going on but are unable to do anything about it, short of invading the region themselves. This is a thing with most Intrigue-based mechanics, but most Intrigue-based mechanics don't have such dramatic effect without available recourse.

    As a mechanism for non-militaristic players, it is therefore still a problem, as it's not competitive. Players are supposed to be able to compete for game resources (with a small "r") but they can't do so if they can't engage with or respond to what other players are doing. Players without the wherewithal/fluff motivation to counter-invade such regions, or without the benefit of a pre-existing claim from philosophy, can't compete directly with other players acquiring regions through fabricated claims.

    I can't really see a good reason, either mechanically or in fluff, for openly established claims to be limited to 1/ruler while fabricated claims are 1/round. I do understand the point in limiting total claims that can be established, but not the split.

    As to the failing of secret fabrications, yes, they can, but as with all TNs the difficulty of the roll depends very much on the size of your stat. For a player with I10, fabricating a claim is automatic, and because there's no per-ruler limit, you can keep doing that indefinitely once per round. This is one of the reasons I suggest the "scaled" TN above, where the more you do it, the harder it gets (which also makes a degree of fluff sense): this stops the high-Int player just doing it every round and auto-succeeding, and also correlates with military conquest which often requires a recuperation and consolidation period before you can try it again. I'm not sure however that that wouldn't be just a patch on a mechanic which is currently unsatisfactory, rather than a proper fix for this part of the game.
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