Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
March 16th, 2089. With little cooperation from the many growing nations and massive corporations of the world, the Earth is a husk of its former self. The ice caps are nearly gone, and the landmasses are considerably smaller than at the turn of the century thanks to the huge flooding as a result. Greenhouse gases clog the sky, causing global temperatures to skyrocket and wreaking havoc on the delicate ecosystems and weather patterns of the world. Many areas of the Earth are barren or dying, and despite the massive flooding the population of humanity is nearing 12 billion.
The Earth has had enough.
In just one day, every world leader and prominent businessman died in mysterious accidents. A plane carrying a world leader crashed as thousands of birds threw themselves into the jet turbines, jamming them up and causing the engines to fail. Another world leader was mauled by a pack of rabid dogs during a public speech in a park, dying from his wounds minutes later. A bear ravaged another world leader and his family on a hunting trip, killing them all. All across the world events like these happened, and humanity descended into chaos.
With no leadership to speak of and riots across the globe, humanity was ill prepared for what came next. The soil refused to grow crops. Hunters found that they became the prey, the game the predators. And earthquakes across the globe destroyed power plants and communications, leaving billions without electricity or any way to get in touch with authority figures or loved ones.
And as billions died to famine, rioting, and the earthquakes, many survivors began to group up, ignoring cultural differences and past grudges as they worked together to stay alive. They built hydroponic farms to overcome starvation. Advances in nuclear power allowed the creation of semi-portable nuclear generators attached to large trailers, providing power for their communities. And the eradication of all wildlife nearby prevented the Earth from threatening their lives directly.
So the Earth adapted.
The attacks came to a stop, and for a time, there was peace. People began returning to their homes to pick up the pieces of their lives and rebuild. But soon, people began to disappear. A young woman here, an old man there, the disappearances would not have been suspicious had the previous disasters not occurred. But humanity was paranoid. And their paranoia was proved right, as humanity itself was turned against the humans. The Marked appeared.
A mysterious, strange looking group of humans began to appear throughout the world. Notable for their strange hair and eye colors and odd, thick glowing lines across their face and bodies, humans began to call these new people the Marked. The Marked began to attack humanity in the name of their ‘Mother’. Armed only with simple weapons, these strange people should have been easy enough to deal with. But they possessed the same intelligence that humanity had, and they had the willingness to die for their cause. And they commanded strange, never before seen powers. They could summon fire and lightning with a wave of their hand, command the wildlife, and even cause the earth itself to split asunder. And once they got their hands on humanity’s weapons, they became even more dangerous. The Marked could somehow absorb this technology, and soon semi-organic versions of tanks, assault rifles, and other weapons began to appear in the hands of the Marked.
And so, left with no other choice, humanity was forced to flee. There were still three mostly intact spaceports. In Europe, East Asia, and North America, several powerful factions moved to these spaceports. Some of these factions were controlled by powerful or prominent families, while others were the remnants of government organizations or corporations. And still others were simply large groups of likeminded people with the talents and resources necessary to survive thus far.
These factions built fortifications to secure the spaceports while they repaired them. They constructed massive spaceships, large enough to house a small town, and soon word of these ‘Townships’ spread. Small groups of refugees, desperate for any method of survival, flocked to these spaceports, hoping for a spot of the ships.
January 1st, 2091. Nearly two years after the initial chaos, the Townships finally stand complete. The bare minimums needed for each ship to launch and survive in space has been constructed, loaded, and installed onto the ships. Attacks by the Marked on the spaceports have suddenly intensified, as if encouraging the humans to take off and leave. Whether some factions plan to leave immediately or continue to prepare remains to be seen, but one thing is for sure. They’ll either leave soon, or be destroyed.
--------
Welcome to Revolution Gaia! In this game, you’ll be playing one of several human factions fleeing the Earth from the scourge of the Marked and their Mother. These factions have no idea what awaits them out in space. Humanity had already begun to build small space stations and colonies out in the vastness of the solar system, but during the chaos, all data on these stations was lost. And there are aliens out there too to be discovered. And what’s up with the Marked? Did the Earth really wake up and cause all of these disasters, or is there someone or something behind all of this? It’s up to you to decide what to pursue. This game has no ‘end’ goal in particular. We’ll keep going until everyone is dead or we all get bored. Or if college gets really busy and I have to stop, but I wouldn’t be posting this if I thought that was going to happen. I might just have to take breaks during finals and such.
I’ll just say now that my combat system is pretty complex. If you get confused, seriously, feel free to ask questions. I think it’ll make a lot more sense once we get going, but who knows? Also, travel distance between planets and other remarkable locations will be fixed. We all know that the planets revolve around the sun, but this makes for a headache when trying to decide how far everything is in relation to everything else. So in this universe, all celestial bodies are fixed! How’s that for breaking the laws of physics? Don’t worry, we’re just getting started! I’m not sure exactly what distances I want to use yet though, so if you have an opinion, feel free to let me know.
Also, this is a lot to read through, and I’m sure I contradicted myself somewhere or left something important out. Again, if you’ve got any questions, feel free to let me know.
I’m looking for anywhere from 4-6 players, but I’m pretty flexible. If I get a lot of really good applications, I’m pretty likely to bend a bit to let more people in. I'd like to ask that players are able to post once or twice a week. That's what I'm shooting for myself, though I honestly have no idea how long it'll take to process a turn.
And, I'm not sure I mentioned it in the rules, but the factions are not forced to take off immediately. The longer you wait, the more you can benefit from the spaceport facilities to improve your starting situation. There are also hundreds of refugees at the spaceports that you can take with you when you take off. And more are coming in, perhaps even members of your own faction straggling behind. However, the Marked are attacking the spaceports, so you'll have to deal with them, and the longer you stay, the more dangerous it'll get. If you wait too long, you'll get blown up and die before you even liftoff. So don't get too greedy.
The Rules:
Spoiler
The Township:
Spoiler
The Township
The Township is a large modular spacecraft built by your faction to take yourselves and other survivors off the surface of the Earth. It is designed to be completely self-sufficient, and thanks to its modular design, is highly upgradable and changeable based on the future needs of the faction. All factions start with a Township, and all Townships start with the same basic layout.
Starting Modules:
Spoiler
Hull Space x10 - Allows 1 exterior module and 1 interior module each.
Interior Modules:
Spoiler
(Module Spaces: 5/10)
Interior Space A - 50 HP, 0 Armor. 4/4 general facility spaces used.
Interior Space B - 50 HP, 0 Armor. 1/4 general facility spaces used.
Interior Space C - 50 HP, 0 Armor. 2/4 general facility spaces used.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules:
Spoiler
(Module Spaces: 4/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Starting Facilities:
Spoiler
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Units:
Spoiler
Units are a group of trained personnel that follow the commands of a single Leader. The Leader possesses a variety of stats that directly affect the effectiveness of the Unit in various categories.
Unit Stats:
Spoiler
Unit Type: Changes based on whatever equipment the unit is currently assigned. A unit with no assigned equipment defaults to ‘Noncombatant’. Note that Unit Type does not prevent a unit from doing a particular task, though certain unit types may receive a bonus to certain tasks.
Personnel: This represents how many personnel the unit has. This serves as both the HP of the unit, and its effectiveness. When a unit suffers injury through combat or other disaster, this number will show as, for example, 150/250. 250 represents the unit’s full capacity, and 150 represents the healthy members of the unit. It costs credits to replenish the unit to full. In addition, whenever a unit suffers casualties, they will often lose units from their maximum total. This represents units killed or lost in action, rather than simply wounded. Access to immediate medical attention, field medics, and hospitals can help reduce this, while more powerful weapons increase the likelihood of deaths.
The more personnel a unit has, the more effective it is at certain actions. Combat and construction are obvious examples of the benefits of numbers, but things like negotiation or piloting generally only require the unit leader, rather than the entire unit. When the size of a unit is relevant, they receive Power based on the amount of personnel the unit has. Units with more than 500 personnel will begin to receive diminishing returns on increasing their unit size, with units reaching 2000 or more personnel noticing significant reduction in Power increase. Note that units operate based on the amount of healthy personnel they have, so having lots of personnel can be particularly important for a group of marines. Increasing personnel costs both credits and population.
Unit Power: The actual Power of a unit. You use a percentage of this stat for projects based on your skill. A unit with 6 skill, for example, would use 60% of this stat, whereas a unit with 3 skill would use 30%. Unit Power is based on the amount of Personnel in the unit, with diminishing returns after 500 Personnel. The table for determining Unit Power is the following:
Personnel
Power Value of Personnel
Power Equation
0 to 500
1
Unit Size
501 to 2000
1/2
Unit Size / 2 + 250
2001+
1/4
Unit Size / 4 + 750
Basically, if you have a unit with 500 Personnel, it has 500 Unit Power. If it has 1200 Personnel, you have 850 Power (each unit beyond 500 is worth half a point of Power, so 700 divided by 2 is 350. You can also use the equation, which is 1200 / 2 + 250 in this case).
Attack: Represents a unit’s combat power. This is not used when operating complex weapon systems such as on a spacecraft, but rather is used for personal combat, such as for a battalion of space marines.
Resistance: Represents a unit’s overall durability. Not only reduces damage received during combat, but during any kind of disaster such as an explosion or a hull breach.
Piloting: Represents a unit’s skill at operating any kind of vehicle. Piloting increases evasion success when compared to the automated systems aboard most vehicles, but is not strictly necessary. Having a skilled pilot at the helm can decrease the likelihood of bad events when traveling through an area full of debris (such as Earth’s orbit), the asteroid field, or other difficult to traverse areas.
Systems: Represents a unit’s ability to operate advanced or complex ship or vehicle systems. Common examples include weapons or engines. Note that basic functions of systems are generally automated and do not require an operator. However, most systems perform better when operated manually.
Construction: Represents a unit’s ability to construct or repair ships, facilities, modules, and other objects.
Negotiation: Represents the unit leader’s ability to handle situations diplomatically and sway others to his or her point of view.
Exploration: Represents a unit’s ability to explore the unknown. Advanced sensor operation does not fall under this, but under Systems.
Research: Represents a unit’s ability to advance technology and make scientific breakthroughs.
Cost: The amount of Factional Power (FP) the unit requires. This is an abstract concept that represents the additional supplies, pay, and training that a unit requires over a general civilian. The base cost of a unit is 1, with cost increasing by 1 per 500 men (rounded down) in the unit. Cost increases by 2 per stat point above 6 in one stat. For example, a unit with 9 in Attack would increase Cost by 6, while a unit with 7 would increase cost by 2.
In addition, the Leader himself has two stats.
Loyalty: This ranges from Hate all the way up to Love. This represents the unit leader’s personal feelings towards the Faction Leader. Unit leaders with very low loyalty are more susceptible to plots and more likely to betray their faction. Unit leaders with high loyalty are much more resistant to plots and are more likely to survive if their unit is completely destroyed. Loyalty increases through leveling up or through events, while loyalty can be decreased if someone the officer is close to dies (say a family member) or if things are going particularly poorly.
Loyalty Ranks: The Loyalty Ranks are as follows: Hate -> Dislike -> Normal -> Trust -> Loyal -> Love. Love is a special loyalty rank that is particularly rare, and is generally only seen in the leader’s children, spouse, or other family members. Note that even in these people, Love isn’t a guarantee, as it represents a unit leader who will never betray the leader. Once a unit reaches Love, their loyalty cannot drop.
Experience: A unit leader requires 10 experience points to level up. One random unit per task per turn will receive one point of experience. This means that if you have many different tasks going on, you’ll receive more experience than having one big project going on, as it provides each unit leader with a chance to stand out and thus learn more. When a unit gains their tenth experience point, they level up and you may increase two of their stats by one. Their loyalty will also increase to the next rank, provided it is not at the maximum. Events can occasionally result in a unit gaining experience.
Unit Actions:
Spoiler
Units can undertake a variety of different actions. Each turn, you can order a Unit to take one action. This action can be anything from manning a specific station on a ship to researching a new technology. There are two kinds of orders.
Noncombat Orders:
These are your actual actions for the turn. These actions last for an entire month. Telling a unit to attack a facility is considered a ‘noncombat order’, as you’re not issuing them an order in the midst of a battle.
The most common noncombat order will be to order a unit to work on some sort of project. Projects can be anything from constructing a new facility to researching a new technology or convincing a prisoner to join your cause. Projects will usually require a certain amount of Power to be completed. The amount of Power needed is determined by the project, and Power is gained by assigning one or more Units to the Project. Units add their Power to the project, and once the project needs are met, the project is completed.
The easiest way to explain this is by example. We have a faction that is attempting to build a new facility, and have determined that the project to build the facility requires 200 Power to complete. Units use their Construction skill to work on the project. If we had a unit with 5 Construction and 250 Personnel, they would apply 125 Power to the project. A similar unit with 8 Construction would instead apply 200 Power, which would complete the project in one action. Basically, the higher your skill, the larger percentage of your unit Power you get to apply on an action.
Combat Orders:
All units should be given combat orders each turn, even if you don’t think they’ll end up in combat. Combat orders are orders given to a unit that they will immediately carry out if they enter combat. You can tell them to flee or man a particular station on a ship. This ensures that you don’t always have to man your weapon systems just in case you’ll get attacked. If you don’t give combat orders, I’ll carry out what I think is most logical, but don’t always assume it’ll be what you want (or even prefer). Don’t get lazy with these.
Technology:
Spoiler
Technology is the core foundation of all factions. Without technology, you can’t build any facilities or modules. Fortunately, all factions start with some basic technologies.
Starting Technology:
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Hydroponics: Allows access to basic hydroponic facilities.
Basic Construction: Allows access to many basic facilities, such as cargo bays, living quarters, and life support.
Basic Shipbuilding: Allow access to basic ship modules such as hull space, interior space, and reactor rooms.
Basic Command: Allows access to basic command facilities such as the Basic Bridge.
Basic Sensors: Allows access to Basic Sensors.
Basic Communications: Allows access to Basic Communications.
Basic Rockets: Allows access to rockets using traditional fossil fuels. Useful not only for launching spacecraft into orbit, but for other rocket propelled devices such as missiles.
Research:
Spoiler
Research, unlike many projects, often does not have a known amount of Power that you need to commit to complete it. Instead, the amount you need is hidden, and once reached, the research project will complete. On occasion, you’ll also make other breakthroughs while you research something entirely different. Science isn’t set in stone, after all. You’ll find that in general, it’s easier to complete a research project if another faction has already done it. After all, if someone else has done it, you know it’s possible. In addition, you’ll find that researching technologies that humanity once had but was lost during the chaos is generally easier than researching something entirely new. For example, Laser Theory is not an incredibly difficult technology to research, because we already have lasers now. Imagine what they’re like near the end of the 21st century?
Resources:
Spoiler
Factions will control a number of important resources throughout the game, but three resources that all factions have are Credits, Factional Power, and Population.
Factional Power is provided through Command Structures and is used to pay for the Cost of Units. If your faction does not possess enough Factional Power to pay for its Cost, you lose 10% of your income per point you’re missing. You can’t somehow have -30% income, though, it stops at 0%. If this somehow happens to you and you can’t remedy the situation, you’ll begin to see loyalty drop among your units.
Credits are a rather important aspect of the game, and they’re used for everything from increasing unit size to paying your general populace to work your factories to trade between players or NPCs. You earn credits by building commercial facilities for your population to work in. Commercial facilities generally produce nothing but credits.
Population in the beginning of the game resides solely on your Township. It consists of those refugees you’ve taken aboard that are not a part of your Units. Population is used for a variety of tasks, from operating factories (at a cost) to commercial districts (making you a profit) to being recruited into your Units (reducing population and increasing unit size, at a cost of 5 Credits per personnel member added). Population grows fairly slowly, at a rate of 1% per turn. This is actually really fast if you think about it, but it’ll probably seem really, really slow. You can increase it through research projects. You can also release personnel from their units and make some money back (3 credits per personnel member released), and they’ll be added back into the population. Keep in mind that personnel in units do not count towards population, so they won’t help growth. It might seem impossible to ever get a large population, but there are NPC factions and colonies out there that were established before the Marked appeared that you can recruit from. If you can find them.
Combat:
Spoiler
Combat is a fairly important aspect of the game, as the players will inevitably come into conflict with each other, other human factions, and perhaps even the Marked or other alien species. It’s also a fairly complex system at first glance, and will only get more complicated as more systems (such as shields) get added in, so feel free to ask any questions that you may have. I’ll do my best to keep the combat rules updated once the game gets started.
The Basics:
Spoiler
When two hostile forces attempt to destroy one another, the goal is to reduce the HP of all the opposing forces to 0. In ship to ship combat, this is done by blasting the opposing ship with various massive weapons that couldn’t possibly exist in real life. All vehicles, ships, and even units (which use their personnel) possess an HP score, often more than one. When the HP of a module, facility, or unit reaches 0, it is destroyed. Modules containing other modules or facilities must be destroyed before the modules or facilities within may be damaged. Excess damage is carried over either to a module or facility inside the damaged module if one exists, or to another facility or module at the same level as the destroyed module. For example, if a laser shot destroys an Interior Space module, it may then go on to destroy facilities inside that module. If it then destroys a Basic Living Quarters facility and still has damage left over, it would next damage another facility inside the module. If all facilities in the module were destroyed by the blast and there was still more damage to be done, the laser would then deal damage to the next interior module on the same level as the first Interior Space module. This would continue until the ship is destroyed.
The best way to completely destroy a ship or vehicle is to disable its Energy. Reactors tend to be rather volatile, so they may explode in a big fiery ball if you shoot them. If your goal is to capture the ship, you may want to take out the bridge or other key components instead. Regardless, ships and vehicles do not possess an overall HP score, so it is impossible to force them to be completely wiped out. Damaged systems are less effective than usual, though they may occasionally operate at full effectiveness thanks to a skilled Unit. If you happen to damage a facility that a Unit is currently using, you’ll probably damage them too. You big jerk you.
Weapons:
Spoiler
So I’m sure you want to know how these giant pew pew guns of doom work? Well, you’ll have to actually research that tech, since no one starts with lasers, but I’ll give you the basics on how weapons work.
All weapons possess a number of statistics, which are the following:
Energy: All weapons require a certain amount of Energy from your reactor to charge. This generally prevents you from ‘alpha striking’, or firing all of your weapons at once, unless you specifically design your ship or weapons to do this. Of course, you might just carry a lot of missile or projectile weapons, but who doesn’t like giant colorful space battles?
Charge Time: This is the amount of time a weapon needs before it can be fired immediately after being fired once. Often this is the amount of time you’ll need before you can even fire it the first time, but it depends on the weapon and the situation. Missiles are often loaded and ready along with projectile weapons, but lasers usually need to be powered up beforehand. Unless you were ready for the fight before it started.
Range: Weapons are generally designed to fire at a certain range. Weapons don’t usually have a minimum range, simply a maximum, but weapons designed to fire at very long range usually require a lot more Energy and charge time than a shorter range weapon.
Damage: Ah yes, the all important part of any weapon. This is how much damage the weapon deals, and the type of damage it does. Type, you might ask? Well obviously a beam weapon destroys that pretty ship 100,000km away a bit differently than a torpedo. Different defense systems may be more effective against certain types of damage, and completely ineffective against others.
Travel Time: What? Travel time? Well, of course! When you’re firing a weapon at ranges long enough to get to the Moon from the Earth, it isn’t exactly instant! This statistic measures how many kilometers per second a weapon takes to arrive at its destination. In very long distance battles, it’s actually possible for a ship to fire weapons while the volley that is going to destroy it is enroute! In fact, a very fast ship might even be able to outrun slower weapons such as torpedoes or missiles. If a ship moves out of the maximum range of a weapon, it obviously misses.
Missiles, Torpedos, and other large projectile weapons:
Spoiler
Missiles are a unique weapon in that they are effectively miniature vessels themselves. They have their own propulsion system, armor, and often a separate targeting system from their firing vessel. They also generally take much longer than a traditional weapon to reach their target. They have a couple of unique statistics.
Payload: Rather than a damage statistic, missiles carry this. They may have just one warhead that deals lots of damage, or they might carry dozens of smaller rockets that make the life of an anti-missile system hell, but don’t deal a lot of damage individually. Or maybe they don’t even carry a warhead at all, but a boarding party or something.
Hull: This determines the size of the missile. Larger hulls can carry a larger payload or propulsion system, but are easier to detect on enemy sensors and thus can be shot down sooner. Smaller missiles are generally faster and harder to shoot down, but don’t deal as much damage as their larger, slower counterparts. A missile with a suitably large hull and some missile research can hold special missile modules that may armor the missile or provide it with cloaking. Imagine getting shot by a bunch of invisible missiles? Sounds like a fun time!
Defense Systems:
Spoiler
There are all sorts of different defense systems out there, but we’ll talk about a few common ones here. Armor, Shields, and Point Defense.
Armor is the most common defensive system out there, and pretty much every ship out there will have at least some. Armor basically acts as a resist score. Whenever something with armor takes a hit, the armor reduces the damage by its value first. If this stops the attack, the attack does absolutely nothing and the armor deflects the shot harmlessly. However, if the attack deals more damage than the value of the armor, the armor absorbs an additional 1/4 of the excess damage (or its armor value, whichever is lower). The armor value is then reduced by this amount and the remaining damage goes through to HP.
Shields work similarly to Armor in a lot of ways, but there are a few different kinds. The most common kind of shield you’ll see is a Deflector Shield, which deflects incoming attacks that don’t deal at least as much damage as the shield value. An attack that deals as much as the shield deflects will pass through the shield without being stopped. The Ablative Shield on the other hand basically acts like a giant HP sponge. It will simply take a pounding until it reaches 0 shield value, and then shut off completely. Finally, the Resistive Shield will reduce incoming damage by its shield value, and allow the rest through.
Finally, we have Point Defense systems. Point Defense systems are traditionally used to counter missile weapons, but could theoretically be designed to stop beam or projectile weapons. They are usually weapon type specific defensive systems, and work by shooting down the targeted attack. This requires that the attack be detected via sensors, and thus Point Defense systems are very reliant on sensor technology. It is possible that a Point Defense system may possess its own sensor array separate from the ship, to allow them to operate more independently in case of bridge damage or other situations. A specific sensor array like this will probably be better at picking out smaller objects at a distance, though it won’t have the same range as a ship sensor array.
Unit Combat:
Spoiler
Unit combat is a bit different than ship combat. Units will usually be equipped with a variety of death machines from assault rifles to laser beams to tanks to chainsaws (probably not the latter). They will then proceed to beat on one another until one side falls dead. Unlike real life combat, units don’t possess morale, so they’ll continue to smack one another around until the HP of a unit falls to zero. The damage calculations for units, unlike ships, won’t be revealed (it’s a bit more complicated), but you can generally assume that a unit with a higher Attack score will deal more damage, and a unit with a higher Resistance score will take less. And units wielding lasers will deal more damage than units armed with muskets.
A unit that reaches 0 HP is destroyed, and the leader may be killed. The chance of this is based on their loyalty. Regardless, there is a chance that the leader may be captured. If either of these events occur, the unit is lost from its faction, though if they get the leader back the unit may be reinstated. Otherwise, the personnel that are simply wounded (not killed) are assumed to have fled and regroup later, provided you’re able to retrieve them.
Certain vehicles may simply change the Unit Type rather than be treated as a completely separate vehicle. Typically, in these cases, Piloting is used rather than Resistance for a defense score. This usually occurs in small vehicles that could make up an entire squadron or battalion (pick your term here). Tanks or space fighters are good examples.
Starting Freebies:
Spoiler
In addition to the starting Township that all factions receive, they receive the following.
One Unit (your faction leader): The faction leader has no loyalty attribute. As the leader of the entire faction, he or she is very talented, and has the following scores to distribute between statistics as you choose: 8, 6, 6, 5, 5, 4, 4, 3. He has a Cost of 5 and 250 Personnel.
Two Units (faction officers): These two officers start at Loyalty Loyal and have the following attribute scores to distribute: 7, 6, 5, 4, 3, 3, 2, 1. They have a Cost of 3 and 250 Personnel each. If you wish to have one of your Officers start at Love, the other may start at Normal.
5000 Credits
Finally, you receive five of the following (you may pick the same choice multiple times):
An additional module (must be something your faction could have according to your tech)
An additional facility (must be something your faction could have according to your tech)
An additional unit (starts with the scores 5, 5, 4, 4, 3, 3, 2, 1, Cost 1, and 250 Personnel, and Normal loyalty. If you pick this twice, you can improve the first unit to 7, 6, 5, 4, 3, 3, 2, 1, Cost 3, 250 Personnel, Loyalty Trust instead.).
A new technology (either a new basic technology, a theory, or an advancement on a currently held technology)
Two module/facility upgrades (if you picked a technology that would allow you to build an improved version of the freebie modules or facilities, this allows you to upgrade your freebies)
A friendly NPC faction (Give me a basic description. If you pick this twice, you can apply it to the same faction to make them allies)
A space facility (Depending on the facility, this may require multiple choices. This choice allows your faction to already have control over some sort of facility in space. This may be a facility that you can’t build with your current resources, though it should probably be something in reasonable range of Earth.)
250 of a vehicle or weapon that a Unit can equip. This vehicle or weapon can be something that you can't make with your current technology, so long as it isn't outside of the realm of human technology from before the chaos. Just ask if you're not sure. If the weapon or vehicle uses ammunition, it is unlimited unless it is powerful enough to damage a Ship, in which case it needs to be tracked. Weapons do not take up cargo space if equipped to a Unit (they can be carried) but vehicles do (you don't drive around your Township in your tank). Ammunition also takes up space in cargo, so if you need it for your vehicles, you're going to need to build another cargo bay before you leave. You will be unable to produce more ammo for a vehicle if you do not have the tech required for it, but you'll be able to bring a reasonable amount along for free in the beginning.
3500 Credits
The Faction Sheet (Fill this out, I'd recommend using spoilers and deleting unnecessary text.):
Spoiler
Faction Sheet:
Faction Name:
Faction Leader: (You can consider this to be the character that you’re ‘playing’ as. He can die, but he can’t betray you and he’s probably the most talented individual you’ll have.)
Starting Spaceport (North America, East Asia, Europe):
Faction Backstory: (Give me a general idea as to how your faction came to be. Are you a remnant of a corporation or government organization? Maybe you’re just a bunch of civilians who banded together against the Marked? Or maybe you’re the head of a prominent and powerful family, and you’ve gathered the survivors together and are using your resources to construct your Township? Be creative here, but don’t stress out too much about it either.)
Faction Description: (This goes hand in hand with your backstory. Tell me about your faction. What makes you unique from the others?)
Faction Goals: (What does your faction hope to accomplish? If you’re just trying to survive, that’s fine and all, but everyone is trying to do that. You’ll probably have a much more interesting time of it if you want to do something more than just not die, and you’ll give other people a reason to like (or hate) you.)
Resources:
Credits: 5000
Population: 0 (You’ll have an opportunity to pick up refugees before you leave.)
Factional Power: 11/12 (You start with 11 Cost worth of Units. If you ended up picking extra units from your free choices and go over 12, don’t worry about it. You have no income, so it doesn’t hurt you any to start, and you can get more later.)
Your Township:
Township Name: (Yes, you have to name it.)
Modules:
Hull Space x10 - Allows 1 exterior module and 1 interior module each.
Interior Modules: (You’re free to rearrange your facilities as you wish)
(Module Spaces: 5/10)
Interior Space A - 50 HP, 0 Armor. 4/4 general facility spaces used.
Interior Space B - 50 HP, 0 Armor. 1/4 general facility spaces used.
Interior Space C - 50 HP, 0 Armor. 2/4 general facility spaces used.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules:
(Module Spaces: 4/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Starting Facilities:
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Starting Technology:
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Hydroponics: Allows access to basic hydroponic facilities.
Basic Construction: Allows access to many basic facilities, such as cargo bays, living quarters, and life support.
Basic Shipbuilding: Allow access to basic ship modules such as hull space, interior space, and reactor rooms.
Basic Command: Allows access to basic command facilities such as the Basic Bridge.
Basic Sensors: Allows access to Basic Sensors.
Basic Communications: Allows access to Basic Communications.
Basic Rockets: Allows access to rockets using traditional fossil fuels. Useful not only for launching spacecraft into orbit, but for other rocket propelled devices such as missiles.
Starting Units:
If you don’t want to name your units, you don’t have to. Feel free to give them a general description of how they behave too if you want, though don’t feel you have to. These are people, not just numbers. They’re NPCs too, and you can expect me to RP them on occasion. If you don’t want to provide a name or a description, I’ll make one for you.
One Unit (your faction leader): The faction leader has no loyalty attribute. As the leader of the entire faction, he or she is very talented, and has the following scores to distribute between statistics as you choose: 8, 6, 6, 5, 5, 4, 4, 3. He has a Cost of 5 and 250 Personnel.
Two Units (faction officers): These two officers start at Loyalty Loyal and have the following attribute scores to distribute: 7, 6, 5, 4, 3, 3, 2, 1. They have a Cost of 3 and 250 Personnel each. If you wish to have one of your Officers start at Love, the other may start at Normal.
Factional Freebies:
Please list your freebies here for me as well as wherever they happen to go (techs in the tech part of your sheet, modules with your modules, etc.). This’ll help me tell what you actually chose.
You receive five of the following (you may pick the same choice multiple times):
An additional module (must be something your faction could have according to your tech)
An additional facility (must be something your faction could have according to your tech)
An additional unit (starts with the scores 5, 5, 4, 4, 3, 3, 2, 1, Cost 1, and 250 Personnel, and Normal loyalty. If you pick this twice, you can improve the first unit to 7, 6, 5, 4, 3, 3, 2, 1, Cost 3, 250 Personnel, Loyalty Trust instead.).
A new technology (either a new basic technology, a theory, or an advancement on a currently held technology)
Two module/facility upgrades (if you picked a technology that would allow you to build an improved version of the freebie modules or facilities, this allows you to upgrade your freebies)
A friendly NPC faction (Give me a basic description. If you pick this twice, you can apply it to the same faction to make them allies)
A space facility (Depending on the facility, this may require multiple choices. This choice allows your faction to already have control over some sort of facility in space. This may be a facility that you can’t build with your current resources, though it should probably be something in reasonable range of Earth.)
250 of a vehicle or weapon that a Unit can equip. This vehicle or weapon can be something that you can't make with your current technology, so long as it isn't outside of the realm of human technology from before the chaos. Just ask if you're not sure. If the weapon or vehicle uses ammunition, it is unlimited unless it is powerful enough to damage a Ship, in which case it needs to be tracked. Weapons do not take up cargo space if equipped to a Unit (they can be carried) but vehicles do (you don't drive around your Township in your tank). Ammunition also takes up space in cargo, so if you need it for your vehicles, you're going to need to build another cargo bay before you leave. You will be unable to produce more ammo for a vehicle if you do not have the tech required for it, but you'll be able to bring a reasonable amount along for free in the beginning.
3500 Credits
A sample faction is available in this post, as the starting post is too long.
This is a lot of text to sift through. I'll give it a read when it's not quite so late but I suppose an initial question out the gate. Would a Faction operating towards a Singularly be acceptable in this game?
Out of curiousity, is this an existing rules system, or is there a comprehensive document detailing the rules? I was looking for stats for Advanced versions of the modules (and how to get them) and more information about possible technologies, stuff like that... Obviously not necessary right out of the gate, but it's nice when trying to plot out some crunch goals for the faction.
Actually, something that would be super-helpful is a fully built "sample" faction, complete with fluff.
I will complete the Faction Sheet and edit it into this post in the near future, but for now... EDIT: added
[fluff moved to Faction Sheet Below]
Faction Sheet
Spoiler
Faction Name: The Tetrin Corporation Faction Leader: Simon Faust Starting Spaceport(North America/East Asia/Europe): Europe
Faction Backstory
Spoiler
The Tetrin Corporation was once a massive, multi-national corporation which, ostensibly, specialized in commercial pharmaceuticals. Truthfully, the majority of the company's profits were derived from government contracts, and R&D's primary focus was the development of biological technologies for military applications.
Faction Description
Spoiler
Since the catastrophic events two years prior, the company has been reborn under the administration and direction of Simon Faust. Faust would see the Marked brought to heel: harnessed by knowledge and mastered by understanding.
Faction Goals
Spoiler
Viewing the Marked as an irresistable target for study and research, the ambitious Simon has commissioned a massive Township be built in Europe. It is to be used as a platform for the collection, study, and development of the nascent technologies demonstrated by this new enemy. The company is gathering all that remains of its scattered (yet formidable) resource to the new Township, and if all goes according to plan, they will soon be orbiting the Earth at an optimal distance for security and observation.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior ModulesModule Spaces: 4/10
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels
.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Starting Facilities
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Starting Technology
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies. Nuclear Reactors(Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor. Nuclear Propulsion(Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Hydroponics: Allows access to basic hydroponic facilities.
Basic Construction: Allows access to many basic facilities, such as cargo bays, living quarters, and life support.
Basic Shipbuilding: Allow access to basic ship modules such as hull space, interior space, and reactor rooms.
Basic Command: Allows access to basic command facilities such as the Basic Bridge.
Basic Sensors: Allows access to Basic Sensors.
Basic Communications: Allows access to Basic Communications.
Basic Rockets: Allows access to rockets using traditional fossil fuels. Useful not only for launching spacecraft into orbit, but for other rocket propelled devices such as missiles.
Starting Units
Spoiler
Faction Leader:
Simon Faust (250/250) - Cost: 5
Attack: 4
Resistance: 5
Piloting: 4
Systems: 5
Construction: 3
Negotiation: 8
Exploration: 6
Research: 6
Unit #1:
Security Detail - Officer Ingrid Whittaker (250/250) - Cost: 3
Attack: 6
Resistance: 7
Piloting: 3
Systems: 5
Construction: 3
Negotiation: 4
Exploration: 2
Research: 1
Loyalty: Loyal
Unit #2:
Primary Reconnaissance Team - Officer Jack Creed (250/250) - Cost: 3
This is a rules system that I've had bouncing around in my head for awhile, and finally decided to commit to writing a few days ago. So there aren't any stats on advanced modules yet, as this is the first playtest with this ruleset. I expect that things will get ironed out more once people begin asking questions (and once we get started).
Advanced versions of the modules will have differing stats based on exactly what you're doing to make them 'advanced'. A basic module or facility has no upgrades at all, whereas a more advanced version of say, a sensor suite might have longer range, some sort of scanning package built in, or be able to detect smaller objects from a longer distance. All of these are modifications from the basic package, and would be obtained through research.
And I'll write up a sample faction either tonight or sometime tomorrow. I had planned on doing so anyways, but I wanted to get the rules up since they were ready.
For your faction concept, I'm pretty entertained already. The Marked are obviously a pretty big factor in this game, and the idea that someone will potentially attempt to study them pleases me. I will say that, if you do go with your current concept, you'll find that the longer you wait before leaving, the more of your corporation's resources will actually arrive at the spaceport. With a corporation of that size, it's unlikely that they gathered everything remaining already, and so it's likely that there are still remnants finding out about their Township and traveling to the spaceport.
Thinking of a military faction that wants vengeance on Gaia. On the lines of, "If we can't live on Earth no one can."
Also how close to reality is technology going to stick. Seems like its already going to be a bit loose what with the marked powers, gravity generators, and incredibly large ground based spacecraft.
Technology will be pretty loose, but certain breakthroughs or inspirations are required to create certain Theories. For example, the Marked are using some sort of supernatural power to command fire and lightning and all that, but without some kind of sample to study or what have you, it'd be nearly impossible to emulate it.
Generally though, yes, the game is pretty liberal with physics. I'm less concerned with realism than with entertainment. I'll still restrict certain things based on balance (no lightspeed missiles until maybe like super late game, for example), and I want things to make sense within the context of the game itself. It's not realism for us, but it's realism for them. Hope that makes sense.
The rules seem incomplete, or just really badly organized and I haven't opened the correct spoiler yet. What modules are available besides the ones attached to the ship? How do you figure out a unit's Power?
Unit Power is listed under the Unit rules. I went ahead and added a bit more to clarify it, and provided a table with the exact equations I'll be using to determine Unit Power.
Modules are available based on your technology. For example, Basic Shipbuilding gives access to basic ship modules like hull space, interior space, and reactor rooms, whereas Basic Sensors gives access to your basic sensor array. It's designed like this to allow players to research in directions that I couldn't possibly predict now.
And the rules are probably poorly organized, I wrote this up in a fairly short period of time given how much there is to it.
I'm a bit curious what the time scale is on this game. Is every 'task' a month? A year? One galactic space week?
On a more crunchy matter. What are the limits and necessities for modifying your township while in space? My current plan is to try to be highly nomadic, traveling between either other factions,natural resources, etc. But if I can't build things easily in space, then it could be a problem if my engine breaks, or I suddenly really need to expand the hydroponics bay or something.
Edit: Here's my faction
Spoiler
Faction Name: The Awoken
Faction Leader: Starting Spaceport (North America, East Asia, Europe): Europe
Faction Backstory:
Spoiler
Over 20 years ago, a charismatic young man named Marcus Brightstone sought to unite the numerous 'new age' religions that were spreading throughout his country, and much of the rest of the world. He ended up combining many of them together into a very open and accepting nature oriented religion. The religion was not designed to control, but to educate people. He worked for many years teaching people how humanity was impacting the world, and trying to spread a message of co-existence with nature, as well as enlightened and planned progress, rather than simply advancement through greed and aggression.
To a certain degree, Marcus was successful. His religion spread much further and wider than many would have predicted, especially considering he claimed no divine right or special powers. Some followers of his religion were of course extremists, as every religion has some, that bombed oil-companies, and chemical plants known for polluting. For the most part however, his followers were peaceful and friendly people, who strived more to teach, through good example and simple logic, rather than to force or coerce others.
In the years before Gaia's attacks however, this started to change. Though he refused to share it's source, Marcus declared that he was certain that the world was preparing to rise up. It had been mistreated too long, and if mankind didn't change now, then this would be the end of us all. He started actively recruiting more followers, and encouraged numerous attacks against the worst offenders in regards to pollution, and deforestation.
Then Gaia rose up. Marcus Brightstone's plane simply stopped broadcasting, and everyone assumes it went down somewhere over the Rocky Mountains. It is assumed that, like so many others, he died in that first assault on mankind's leaders. His children however, were far more lucky.
After the death of his father, Kevin Brightstone sent out messages to everyone that had ever had dealings with the church of the Awoken. He pointed out that these attacks proved what his father had been saying, and collected what resources he could from every source that he could get his hands on. Finally he managed to secure one of the construction bays in the European space-port, and a partially completed Township. After that he simply sent out messages to everyone that still had a radio. The spirits of this world were obviously too angry to appease, the only chance for humanity was to flee to the stars until the spirits' anger had subsided. The Awoken would be leaving the world, along with as many willing refugees as their ship could carry.
Having collected as many like-minded individuals as he can, Marcus is now focusing all of his attention on upgrading the township to save as many people as possible from the Earth's rage.
Faction Goals:
Spoiler
Early goals are simply to survive, and save as many others as possible. Long term goals of the faction are to find a way to calm the spirits of the Earth, and re-establish humanity. They want to do this through peaceful means if at all possible.
Faction Doctrine:
Spoiler
The Awoken do not claim to be divine, or to be any different than the other animals of the world, or even different from the plants. All living things have a spirit that guides us. Mankind as a whole has lost it's way though, we have stopped listening to our inner spirit, we have stopped following our basic natures. When we stopped being the animals we were born to be, we disrupted the natural order. We have angered the spirits of the Earth, and we must now atone for generations of our kind's misdeeds. This redemption however is quite simple, as there are only two tenants we must follow.
1: Stay true to our most basic natures. Beyond morality or reason, our nature is who we were always meant to be.
2: Find a way to keep the ecosystem running around us.
When mankind developed technology, it became our obligation to be the care-taker of the ecosystem. It is still our obligation. We must find a way to stay true to our own natures, while keeping the rest of the ecosystem healthy, or else as a species we are sure to die.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules:
Spoiler
(Module Spaces: 4/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Starting Facilities:
Spoiler
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Completed Research/Technology:
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Basic Hydroponics: Allows access to Basic Hydroponic Farms. (see the starting template for stats)
Basic Construction: Allows access to Basic Cargo Bays and Basic Living Quarters. (see the starting template for stats)
Basic Life Support: Allows access to Basic Life Support facilities. (see the starting template for stats)
Basic Gravity Generator: Allows access to the Basic Gravity Generator. (see the starting template for stats)
Basic Shipbuilding: Allow access to Hull Space, Interior Space, Reactor Rooms, and Propulsion Rooms. (see the starting template for stats)
Basic Command: Allows access to basic command facilities such as the Basic Bridge. (see the starting template for stats)
Basic Sensors: Allows access to Basic Sensors. (see the starting template for stats)
Basic Communications: Allows access to Basic Communications.
Basic Mining: Allows access to Basic Mining facilities. Additional research is required to create mining modules. A Basic Mining facility is built directly on the resource in question and mines 50 units of resources a turn. Mining technology may gather all four basic resources (Minerals, Organics, Volatiles, Radioactives).
Basic Commerce: Allows access to Basic Commerical Districts. A Basic Commerical District provides up to 500 credits per turn, 1 per population using the district. It can hold up to 500 population, and requires 50 energy.
Basic Factories: Allows access to basic factory facilities. Factories come in three flavors, general, specific, and production. A general factory reduces the Power needed for a Construction project by 10%. A specific factory reduces the Power needed by 25% as long as the factory falls under the same category as the Project. Production factories produce some sort of refined good or equipment, and are not covered by the tech of the item they are producing, rather than this tech. Non-production Factories require 500 population and use 100 Power.
Starting Units:
Spoiler
Unit Leader: Kevin Brightstone
Loyalty: Leader
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Cost: 5
Stat Name
Stat
Attack
5
Resistance
6
Piloting
3
Systems
4
Construction
4
Negotiation
8
Exploration
6
Research
5
Unit Leader: Catherine Brightstone
Loyalty: Love
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Cost 3
Stat Name
Stat
Attack
7
Resistance
6
Piloting
3
Systems
3
Construction
2
Negotiation
4
Exploration
5
Research
1
Unit Leader: Richard Balkins
Loyalty: Normal
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Cost 3
Stat Name
Stat
Attack
1
Resistance
5
Piloting
7
Systems
6
Construction
2
Negotiation
3
Exploration
3
Research
4
Unit Leader: Michael Flint
Loyalty: Normal
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Cost 1
Stat Name
Stat
Attack
1
Resistance
3
Piloting
2
Systems
3
Construction
5
Negotiation
4
Exploration
4
Research
5
Unit Leader: Miyoko Sato
Loyalty: Trust
Experience 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Cost: 3
Stat Name
Stat
Attack
2
Resistance
3
Piloting
1
Systems
5
Construction
6
Negotiation
4
Exploration
3
Research
7
Unit Leader Descriptions/Backstory:
Spoiler
Written from the perspective of Kevin Brightstone
Kevin Brightstone
Spoiler
I've been told by many that I'm a charismatic leader. I'm not sure that's really true, but I try to live up to the reputation, and people do seem to follow me. Before the spirits finally turned on us I was a corporate spokesman. The company Evo-tech hired me to speak for them, and honestly I would have done it for no money at all. They were a good company.
Mostly they did consultations and research for other companies. Helped anyone to find ways to work better with the environment. When some of the Awoken extremists started attacking the worlds worst polluters, many people said that Eco-tech was just a bunch of extortionists. But they were wrong. The companies only goals were to help the planet, and that's the only reason I ever helped them.
Now the planet is saving itself though. I'm going to need to gather up as much of their resources as possible to try to save what's left of humanity.
Catherine Brightstone
Spoiler
My twin Sister. Our mother died during childbirth, so her and our father have always been the only family I've ever had. Despite being twins, it would be hard to find someone more different. She's a beautifull young woman, but she's alway been far too angry for her own good. I've suspected on more than one occasion that she might have worked with some of the 'extremists' that gave our religion such a bad name, but I've never had any proof. Now I guess it doesn't really matter. Her skills in combat have kept us alive on more than one occasion now though. We've been luckier than most of others when it comes to the Marked, but the few times we have fought them, I was definitely glad to have her along. She might not be the most friendly person, but she's my sister so I could never leave her behind. When we need security or protection, I'm sure everyone else will see the wisom of my decision
Miyoko Sato
Spoiler
Miyoko was one of the leading scientists for Evo-tech before the uprising. She was well respected by most everyone, especially by other scientists in the fields of Green technologies, or Renewable energies. We've been friends almost since the day I joined Evo-tech, and I'm lucky to have been able to find her after the uprising. She's the mastermind behind the biodomes we'll be installing in the Township. Every man woman and child we manage to save is basically going to be thanks to her. As for personality, I've always known her to be a kind-hearted woman, slow to anger, and quick to forgive. I'll be more than glad to have her along with us regardless of what troubles we come across.
Michael Flint
Spoiler
This man was originally part of the problem. His family owned a huge number of mining operations around the world, and as far as I know the man has barely had to do anything his entire life. However, everyone deserves a second chance, and after I arrived at the space-port, he asked for one. He had spent the entirety of what remained of his family's fortune in building the Township which he had named the 'Star-Miner'. He's not the brightest or motivated man I've ever met, but he knows something about managing construction products, and if nothing else he gave me the means to save more people. Hopefully he'll adapt well to the new command structure, and find a usefull place in our new society.
Richard Balkins
Spoiler
Richard Balkins is probably one of the best investments that Mr. Flint ever made. Balkins was one of the shuttle pilots that shuttled repair crews to and from the various near-earth facilites before the fall. I'm not sure how many men like him survived, but he's the only one I've met. He's far from the friendliest person I've ever met, but he's generally fair and honest. He refuses to talk about religion at all, and I've gotten the impression that he's not fond of us Awakened. But, when I bought the Township from Mr. Flint, and told Balkins that I want to save as many people as possible, he aggreed to stay on. He has a good heart, and he's good at what he does, for now that's all I really need to know.
Free Bonus Tech:
Spoiler
Complete Life Support (requires Basic Construction): Combines Basic Life Support and Basic Hydroponics facilities to create Complete Life Support facilities. Uses only one interior space, but produces enough food, water, air, and heat for 1500 people.
Complete Living Quarters (requires Basic Construction and Complete Life Support): Combines Basic Living Quarters with Complete Life Support. Complete Living Quarters use only one interior space, but provide living space for 1000 people and provides them with sufficient food, water, air, and heat.
Basic Biodomes (Requires Basic Living Quarters): These Complete living quarters do a better job of recycling human waste to feed the hydroponics, reducing the amount of energy needed to run them.
Advanced Biodomes (Requires Basic Bio-domes): These Complete Living Quarters use renewable, biological means to scrub the atmosphere and clean water supplies, severely reducing the amount of energy needed to run life-support.
True Biodomes (Requires Advanced Biodomes):
These Biodomes are true to their original intent, and are completely self sufficient ecosystems designed for housing people. They have biological systems for everything from cleaning the water and air, recycling human and plant waste, and even bioluminescent bacteria and plants for lighting interior rooms. The only downside of this system is that it is quite fragile, and easily ruined via Excess pollution, or actual physical harm.
Basic Mining Arm (Requires Basic Mining) - Allows access to vehicle or ship mounted mining modules
Factional Freebies:
Spoiler
New module -> Basic Mining Arm - Can mine up to 25 units of material a month from the surface of the target.
Extra Personnel x2 for Miyoko Sato
Extra Personnel for Michael Flint
Extra Tech-Shamanism. This is a theocracy at it's most basic. Each group has a 'Shaman' that is a member of the Awoken Clergy in addition to his other duties. The idea is that this Shaman will be there to answer their questions and help to guide his small group.
(OOC: Stat wise I'm hoping for some kind of bonus to factional power, though I'll obviously need to build a place for the Shamans to meet and learn and to discuss recent events and how to handle them. If there is some kind of espionage or propaganda action against me, I'd hope that the shamans might notice and try to interfere, but that's just another possible benefit, I'm mostly hoping for this to be the basis of a future government, so just a bonus to factional power would be good enough for now.)
__________________
Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!
Last edited by Rogue_Dragon : 09-26-2012 at 09:55 PM.
Faction Name: The Remnants of Steel Faction Leader: Commander Joshua Brown Starting Spaceport: North America
Faction Backstory:
Spoiler
When the animals started attacking some groups fought back. A few survivalists here and there, a paramilitary organization there, even the odd military regiment that retained its organization. And the ones that had working radios talked to each other. They began grouping up, consolidating their forces to fight off nature. Quite a few of these groups formed, it was virtually a necessity for surviving in the new Earth. But the largest and most dedicated of them was the Remnants of Steel. The Remnants came from all walks of life. From orderly law enforcement officials to gang members right off the street. From proffesional militaries to revolutionary guerillas. Just a few years before they would likely have killed each other on sight, but the rise of Nature gave them a common enemy. One that each one hated with a passion.
When other humans were content simply to survive the Remnants went far out of their way to clear out patches of wildlife that looked even mildly threatening. And when humans started disaapearing the paranoid group began not just stockpiling weapons, but actually diverting resources away from survival to build new ones.
And when the Marked showed up the Remnants didn't ask questions they just started shooting. The fact that they were unable to stop the Marked advance just infuriated the Remnants. The bio technology, the powers, the whole perversion of humanity itself. It all sickened them. Still they might be paranoid zealots, but the Remnants weren't stupid. They knew a losing fight when they saw one, and while they were prepared to die if they had to they would rather live. And the space ports represented a way out.
So the Remnants put out a call. They called for all the other like minded groups to join them at the North American space port. They moved there themselves. And while the more technically minded among them constructed a township they fought off the marked and killed as many as they could.
The Remnants knew that they had to leave. But they weren't done yet. Humanity might have been forced to retreat, but some day they would be back. And the Remnants would be leading the way.
Faction Description:
Spoiler
The Remnants are tight knit group. They are organized along military lines, but are more than willing to throw the regulations out the window if it means getting the mission done, or just killing more critters. The Remantns tend to be a somber disgruntled bunch, having as they put it, failed in their mission, but nevertheless a sence of grim purpose drives the whole group onward.
Somewhat surprisingly the Remants are quite friendly to other human groups. As far as they're concerned the point where humans can afford to fight humans is in the past. Every human needs to work together now for the survival of the species, or at the very least not waste resources on infighting when there is a much more obvious threat. Obviously the Remantns don't view the marked as being human at all, but rather as some seperate species that just happens to share the same shape.
Faction Goals:
The overriding goal of the Remnants is to win. They already lost once, when they were forced to flee in their township, but they don't intend for that to happen again. Other humans might be content simply to survive, or have given up the Earth as a lost cause, but not the Remnants. At some point they will go back, and they will reclaim Earth. Even if all that's left after the battle is a radioactive husk.
Still they recognize it as a long term goal. Obviously the marked have the upper hand at the moment and it will take considerable work to reverse the balance of power. To that end the Remnants are already planning to set up research projects to develop more powerful weaponry, and mining complexes to provide the resources to build up the necessary levels of military power.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules: (Module Spaces: 4/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Starting Facilities:
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Starting Technology:
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Hydroponics: Allows access to basic hydroponic facilities.
Basic Construction: Allows access to many basic facilities, such as cargo bays, living quarters, and life support.
Basic Shipbuilding: Allow access to basic ship modules such as hull space, interior space, and reactor rooms.
Basic Command: Allows access to basic command facilities such as the Basic Bridge.
Basic Sensors: Allows access to Basic Sensors.
Basic Communications: Allows access to Basic Communications.
Basic Rockets: Allows access to rockets using traditional fossil fuels. Useful not only for launching spacecraft into orbit, but for other rocket propelled devices such as missiles.
Starting Units:
Spoiler
If you don’t want to name your units, you don’t have to. Feel free to give them a general description of how they behave too if you want, though don’t feel you have to. These are people, not just numbers. They’re NPCs too, and you can expect me to RP them on occasion. If you don’t want to provide a name or a description, I’ll make one for you.
One Unit (your faction leader): The faction leader has no loyalty attribute. As the leader of the entire faction, he or she is very talented, and has the following scores to distribute between statistics as you choose: 8, 6, 6, 5, 5, 4, 4, 3. He has a Cost of 5 and 250 Personnel.
Two Units (faction officers): These two officers start at Loyalty Loyal and have the following attribute scores to distribute: 7, 6, 5, 4, 3, 3, 2, 1. They have a Cost of 3 and 250 Personnel each. If you wish to have one of your Officers start at Love, the other may start at Normal.
Factional Freebies:
Please list your freebies here for me as well as wherever they happen to go (techs in the tech part of your sheet, modules with your modules, etc.). This’ll help me tell what you actually chose.
You receive five of the following (you may pick the same choice multiple times):
An additional module (must be something your faction could have according to your tech)
An additional facility (must be something your faction could have according to your tech)
An additional unit (starts with the scores 5, 5, 4, 4, 3, 3, 2, 1, Cost 1, and 250 Personnel, and Normal loyalty. If you pick this twice, you can improve the first unit to 7, 6, 5, 4, 3, 3, 2, 1, Cost 3, 250 Personnel, Loyalty Trust instead.).
A new technology (either a new basic technology, a theory, or an advancement on a currently held technology)
Two module/facility upgrades (if you picked a technology that would allow you to build an improved version of the freebie modules or facilities, this allows you to upgrade your freebies)
A friendly NPC faction (Give me a basic description. If you pick this twice, you can apply it to the same faction to make them allies)
A space facility (Depending on the facility, this may require multiple choices. This choice allows your faction to already have control over some sort of facility in space. This may be a facility that you can’t build with your current resources, though it should probably be something in reasonable range of Earth.)
3500 Credits
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules:
(Module Spaces: 4/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Starting Facilities:
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Starting Technology:
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Hydroponics: Allows access to basic hydroponic facilities.
Basic Construction: Allows access to many basic facilities, such as cargo bays, living quarters, and life support.
Basic Shipbuilding: Allow access to basic ship modules such as hull space, interior space, and reactor rooms.
Basic Command: Allows access to basic command facilities such as the Basic Bridge.
Basic Sensors: Allows access to Basic Sensors.
Basic Communications: Allows access to Basic Communications.
Basic Rockets: Allows access to rockets using traditional fossil fuels. Useful not only for launching spacecraft into orbit, but for other rocket propelled devices such as missiles.
Starting Units:
Spoiler
Faction Leader: The faction leader has no loyalty attribute. As the leader of the entire faction, he or she is very talented, and has the following scores to distribute between statistics as you choose: 8, 6, 6, 5, 5, 4, 4, 3. He has a Cost of 5 and 250 Personnel.
Faction Officers: These two officers start at Loyalty Loyal and have the following attribute scores to distribute: 7, 6, 5, 4, 3, 3, 2, 1. They have a Cost of 3 and 250 Personnel each. If you wish to have one of your Officers start at Love, the other may start at Normal.
Factional Freebies:
Spoiler
You receive five of the following (you may pick the same choice multiple times):
An additional module (must be something your faction could have according to your tech)
An additional facility (must be something your faction could have according to your tech)
An additional unit (starts with the scores 5, 5, 4, 4, 3, 3, 2, 1, Cost 1, and 250 Personnel, and Normal loyalty. If you pick this twice, you can improve the first unit to 7, 6, 5, 4, 3, 3, 2, 1, Cost 3, 250 Personnel, Loyalty Trust instead.).
A new technology (either a new basic technology, a theory, or an advancement on a currently held technology)
Two module/facility upgrades (if you picked a technology that would allow you to build an improved version of the freebie modules or facilities, this allows you to upgrade your freebies)
A friendly NPC faction (Give me a basic description. If you pick this twice, you can apply it to the same faction to make them allies)
A space facility (Depending on the facility, this may require multiple choices. This choice allows your faction to already have control over some sort of facility in space. This may be a facility that you can’t build with your current resources, though it should probably be something in reasonable range of Earth.)
3500 Credits
@Rogue_Dragon: Time scale will initially be roughly one month per turn. If this turns out to be too short, we'll bump it up to three or six months a turn or something along those lines. The idea though is that space travel is supposed to feel particularly slow at first, and most large scale projects take multiple turns (though hopefully not way too many, or else the game will drag) to complete.
The Township is designed to be easily modified without any facilities. You need no equipment to add additional facilities or modules to the Township. Other ships will require facilities to construct, and expanding the size of the Township (IE adding Hull Size) will require some sort of facility. You will, however, need material to construct additional facilities. All factions will have some materials and population to pick up at the spaceport before they lift off, and if you stick around for awhile more will possibly come in. The material required to construct facilities is really anything you could feasibly build with on a ship (iron or steel for example).
Ok, another question that could make a big difference.
When taking skills like 'Systems' or 'Research' do we need to specify something more specific? or is that enough? For instance can our 'Scientists' just take Levels in research then study whatever they want? or do we need to specify the difference between physics, economics, biology, metaphysics, etc.
__________________
Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!
Is the year that Earth fought back 2059, or is the current year 2091? Because unless Exalted's temporal weapons are involved, I don't see how 2061 can be two years after 2089.
My read is that those are the only skills. It keeps things a lot simpler than having to worry about numerous more specific skills that aren't specifically designed.
Also think about it. You get 1 xp per turn at most. You need 10 xp to level, and then you can only upgrade two stats. If there were more skills than just the general ones, well it would be a pain to make effective units. Since skill level effects power efficiency. I would say it takes at least level 4 or 5 to be effective in something. So what 40-50 turns, each one being probably a week or more. Almost an entire real life year just to get one unit to be effective in a specialized skill. Yeah I wouldn't bother.
Last edited by ArcaneStomper : 09-19-2012 at 09:28 PM.
I've got my sample faction done, I'll be editing it into the starting post in just a moment. People from the Tau Ceti game might recognize it.
@Rogue_Dragon & ArcaneStomper: Arcane is correct, the only skills are the ones listed. Units are fairly generalized in this to keep from getting too bogged down in super specialized skill sets. I considered having units needing to earn 'certifications' by spending a turn learning how to use a particular system, vehicle, or weapon, but I'm still on the fence about it. Thoughts?
@Jade Dragon: *facepalm* Yay typos. It's 2091, I'll edit the starting post.
I've got my sample faction done, I'll be editing it into the starting post in just a moment. People from the Tau Ceti game might recognize it.
@Rogue_Dragon & ArcaneStomper: Arcane is correct, the only skills are the ones listed. Units are fairly generalized in this to keep from getting too bogged down in super specialized skill sets. I considered having units needing to earn 'certifications' by spending a turn learning how to use a particular system, vehicle, or weapon, but I'm still on the fence about it. Thoughts?
@Jade Dragon: *facepalm* Yay typos. It's 2091, I'll edit the starting post.
I think it would depend entirely on how many types of vehicles you expect, and how many units you expect people to get.
If there are a ton of vehicles to use and only a few units then most vehicles would be sitting idle, but you would still need certifications for them just in case the thing you built them for came up. On the other hand with just a few certifications needed per unit, either because there aren't that many systems or because you have enough units to specialize, then it wouldn't be too bad.
Just from my read it seems like this is going to fall into the too many vehicles for too few units though.
@Arcane: Yeah, I'm pretty much predicting that most players have fewer units than they actually want or need, so I'm not really certain I want to add a certification process in. I'll probably go without for now, and if I end up having to add one in later, I'll give everyone a bunch of freebies. I don't really predict needing it though.
Also! My starting post is too big with the sample faction, so I'm going to include it in this post instead.
Sample Faction:
Spoiler
Faction Name: Mitsuharu Academy
Faction Leader: Yuma Mitsuharu
Starting Spaceport (North America, East Asia, Europe): East Asia
Faction Backstory:
Spoiler
The Mitsuharu Academy was a prominent private school system serving children of all ages up through college and graduate school located in Japan. When the flooding occurred, they were eventually forced to move to mainland China as Japan became little more than mountain peaks and ocean. As the wildlife began to attack humanity, the prestigious walls of the Academy grounds turned into fortifications. Refugees were harbored inside the walls while military and police organizations protected the walls themselves. When the Marked appeared, however, the walls did not hold. The powers of the Marked shattered the walls and thousands were killed as the humans fled every which way.
Yuma Mitsuharu, head of the student council, led a large group of students with the assistance of her cousin Nori and the Vice President of the student council, Sozo Mihara, to the nearby East Asian Spaceport. The brilliant minds of the graduate students worked on coming up with a design for their Township, while the less educated or more militarily minded protected the spaceport from Marked incursions.
Faction Description:
Spoiler
The Mitsuharu Academy was a prestigious private school system, and today it strives to further technological innovation and educate its members. The Academy has little interest in starting conflict, but is quick to protect itself if it gets dragged into one. Knowing that there are other human colonies and facilities out there that were lost during the chaos, the Academy also has interest in rediscovering these locations, and since they have the opportunity to be in space, the temptation of exploration calls to them.
Faction Goals:
Spoiler
The Mitsuharu Academy wishes to research new technologies along with bringing back technological advances lost during the chaos. They will pursue possible avenues into returning to the Earth if possible, but they don’t wish to fight for it. The Academy is always open to exploring new ground, and since they have the opportunity to do so in space, it is likely that they’ll begin remapping the solar system to attempt to refind the lost human colonies and facilities in space.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules:
Spoiler
(Module Spaces: 3/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
- Sensor Upgrades -
Long Range Scanner - A Long Range Scanner can perform unique sensor sweeps that take time to complete, but provide sensor data at up to five times the distance of the basic sensor array.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Basic Mining Arm - 30 HP, 10 Armor. Can mine 25 units of material a month. Uses 50 Energy.
Starting Facilities:
Spoiler
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Technology:
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Hydroponics: Allows access to basic hydroponic facilities.
Basic Construction: Allows access to many basic facilities, such as cargo bays, living quarters, and life support.
Basic Shipbuilding: Allow access to basic ship modules such as hull space, interior space, and reactor rooms.
Basic Command: Allows access to basic command facilities such as the Basic Bridge.
Basic Sensors: Allows access to Basic Sensors.
Long Range Scanners (Requires Basic Sensors): Allows access to long range scanners, a special kind of sensor array. A Long Range Scanner can perform unique sensor sweeps that take time to complete, but provide sensor data at up to five times the distance of the basic sensor array.
Basic Communications: Allows access to Basic Communications.
Basic Rockets: Allows access to rockets using traditional fossil fuels. Useful not only for launching spacecraft into orbit, but for other rocket propelled devices such as missiles.
Basic Mining: Allows access to basic mining facilities.
Basic Mining Arm (Requires Basic Mining): Allows access to vehicle or ship mounted mining modules.
Starting Units:
Spoiler
Unit Leader: Yuma Mitsuharu (Faction Leader)
Loyalty: -
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Stat Name
Stat
Attack
3
Resistance
4
Piloting
4
Systems
5
Construction
5
Negotiation
6
Exploration
6
Research
8
Cost
5
Unit Leader: Nori Mitsuharu
Loyalty: Trust
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Stat Name
Stat
Attack
7
Resistance
6
Piloting
5
Systems
4
Construction
3
Negotiation
1
Exploration
3
Research
2
Cost
3
Unit Leader: Sozo Mihara
Loyalty: Trust
Experience: 0/10
Unit Type: Noncombatant
Personnel: 250/250
Unit Power: 250
Stat Name
Stat
Attack
4
Resistance
3
Piloting
1
Systems
7
Construction
2
Negotiation
3
Exploration
5
Research
6
Cost
3
Factional Freebies:
Spoiler
New tech -> Basic Mining - Allows access to basic mining facilities
New tech-> Basic Mining Arm (Requires Basic Mining) - Allows access to vehicle or ship mounted mining modules
New tech -> Long Range Scanners (Requires Basic Sensors) - Allows access to long range scanners, a special kind of sensor array. A Long Range Scanner can perform unique sensor sweeps that take time to complete, but provide sensor data at up to five times the distance of the basic sensor array.
Module Upgrades (only using one, can use up to two for one pick) -> Basic Sensors are upgraded to include the Long Range Scanner.
New module -> Basic Mining Arm - Can mine up to 25 units of material a month from the surface of the target.
One of the most prestigious engineering training units in the former EU. They were assigned to the European space port in efforts to promote intrastellar travel. Their efforts were cut off when the governments collapsed in the marked incident. They've received all of the advanced parts needed to build a township before being cut off.
It's been months living on the base trying to get off the planet. People come forming their own groups and getting their own funding. The 303rd Myrmidon Company took to organizing the defenses and moving people in place. The spaceport perimeter was attacked by a big wave of Marked recently. In the spaceport, the families living on the base of the servicemen and women are frantically trying to prepare to depart their homes and planet. They have contributed immensely by supporting and increasing morale of those trying to defend/build. Resentment of the marked has lingered between the some of the members at the spaceport. The Marked's appearance is very abnormal and their powers are not anything previously of this world. The 32nd Engineering Corps and their families have joined together in an effort to thwart any attempts at bio-engineering humans into monstrous beings. Thus they formed the group called "Hammerdyne" and welcome all those who would take up their cause.
Craig MacGruder, a young starlet in the field of science, leads his band of people in hopes of leaving this place of newfound misery. Hopefully the township can be completed before the next big wave hits or else all was for naught.
Faction Description:
Spoiler
Ex-Military Engineering Corps. Led by Craig MagGruder, these men and women are dedicated to the advancement of humanity by conventional means. Only trained in combat during basic training they've held their own against the marked, since their debut, with the help of others. Bent on protecting their loved ones these people will build what ever is needed in order to survive.
Faction Goals:
Spoiler
Keep a foothold on Earth for as long as possible to allow refugees a safe-haven. Advance Humanity through the use of artificial tool development. The human body is at its perfection, any changes are an abomination and should not be considered.
Propulsion Room A - 50 HP, 0 Armor. Houses 1 propulsion facility. Is paired with the exterior module Propulsion Casing A.
Exterior Modules:
Spoiler
(Module Spaces: 4/10)
Basic Hull Plating x1 - 40 Armor. Whenever a shot hits the ship, it must penetrate this first.
Basic Sensors - 30 HP, 10 Armor. Includes a complete sensor array allowing the ship to detect large objects at a distance of roughly 200,000km, with the ability to detect objects of smaller size increasing as the objects move closer to the ship. Does not include any sort of scanning system. Uses 50 Energy.
Basic Communications - 30 HP, 10 Armor. Includes a basic communications array allowing the ship to send and receive communications from across the solar system. However, communications at a distance longer than 60,000,000km suffer from time lag, and will not go through until the next turn. Uses 50 Energy.
Rocket Propulsion System A - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Rocket Propulsion System B - 1 HP, 30 Armor. Essentially a giant fuel tank, this rocket is part of a pair that is designed to launch the Township out of the planet’s gravitational well before being discarded. Uses traditional fossil fuels.
Propulsion Casing A - 30 HP, 10 Armor. Paired with interior module Propulsion Room A.
Facilities:
Spoiler
Interior Space A:
Basic Living Quarters A - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Living Quarters B - 20 HP. Houses up to 500 people. Uses 50 Energy.
Basic Hydroponics Farm - 20 HP. Grows food for 1000 people. Uses 50 Energy.
Basic Life Support - 40 HP. Provides air, water, and heat for up to 2000 people. Uses 200 Energy.
Interior Space B:
Basic Township Bridge - 50 HP, 20 Armor. Serves as a basic command and piloting structure for the ship. Provides 12 Factional Power. Uses 100 Energy.
Interior Space C:
Basic Cargo Bay - 20 HP, 10 Armor. Stores 250 units of goods.
Basic Gravity Generator: Generates low gravity (roughly 0.5x Earth) to prevent bodily deterioration. Uses 200 Energy.
Reactor Room A:
Basic Nuclear Reactor - 100 HP. Provides 1500 units of Energy. If this gets damaged, there is a 2% possibility of a catastrophic meltdown each time it is hit, completely destroying the ship it is in. If the reactor is completely destroyed, there is a 20% chance of a catastrophic meltdown.
Propulsion Room A:
Basic Nuclear Drive - 50 HP. Allows the ship to move 10m km a turn. Uses 400 Energy.
Tech:
Spoiler
Starting Technology:
Spoiler
Nuclear Theory: Allows access to nuclear-based technologies.
Nuclear Reactors (Requires Nuclear Theory): Allows access to the Basic Nuclear Reactor.
Nuclear Propulsion (Requires Nuclear Theory): Allows access to the Basic Nuclear Drive.
Basic Hydroponics: Allows access to Basic Hydroponic Farms. (see the starting template for stats)
Basic Construction: Allows access to Basic Cargo Bays and Basic Living Quarters. (see the starting template for stats)
Basic Life Support: Allows access to Basic Life Support facilities. (see the starting template for stats)
Basic Gravity Generator: Allows access to the Basic Gravity Generator. (see the starting template for stats)
Basic Shipbuilding: Allow access to Hull Space, Interior Space, Reactor Rooms, and Propulsion Rooms. (see the starting template for stats)
Basic Command: Allows access to basic command facilities such as the Basic Bridge. (see the starting template for stats)
Basic Sensors: Allows access to Basic Sensors. (see the starting template for stats)
Basic Communications: Allows access to Basic Communications.
Basic Mining: Allows access to Basic Mining facilities. Additional research is required to create mining modules. A Basic Mining facility is built directly on the resource in question and mines 50 units of resources a turn. Mining technology may gather all four basic resources (Minerals, Organics, Volatiles, Radioactives).
Basic Commerce: Allows access to Basic Commerical Districts. A Basic Commerical District provides up to 500 credits per turn, 1 per population using the district. It can hold up to 500 population, and requires 50 energy.
Basic Factories: Allows access to basic factory facilities. Factories come in three flavors, general, specific, and production. A general factory reduces the Power needed for a Construction project by 10%. A specific factory reduces the Power needed by 25% as long as the factory falls under the same category as the Project. Production factories produce some sort of refined good or equipment, and are not covered by the tech of the item they are producing, rather than this tech. Non-production Factories require 500 population and use 100 Power.
Given Techs:
Spoiler
Basic Armor- Aramid reinforced armor plating
Basic Autocannon- Shelling out large ordinance has never gotten so fast
Basic Exoskeleton- Humans are frail weak beings, it's time for them to upgrade. By using artificial materials, a "suit" can be made that enhances the strength and speed of the human body
Basic Powered Armor (requires Basic Exoskeleton)- Suit of high tech armor and virtual HUDs able to be outfitted for combat
Particle Theory- Building the Hadron Collider the Europeans have been at the limelight of particle physics since the beginning of the century
IFF Transponders- The Marked show up similarly in infrared based devices. It can be hard to tell friend from foe.
Units:
Spoiler
One Unit (your faction leader): Ensign Craig MacGruder 32nd Engineering Corps
Attack: 4
Resistance: 5
Piloting: 5
Systems: 6
Construction: 6
Negotiation: 3
Exploration: 4
Research: 8
He has a Cost of 5 and 250 Personnel.
Two Units (faction officers):
Lieutenant Maria Venucci 303rd Myrmidon Company
Attack: 7
Resistance: 3
Piloting: 6
Systems: 5
Construction: 3
Negotiation: 2
Exploration: 4
Research: 1
Loyalty: Normal
Cost of 3 and 250 Personnel
Donald MacGruder Craig's father along with families of Hammerdyne
Attack: 2
Resistance: 4
Piloting: 3
Systems: 3
Construction: 6
Negotiation: 7
Exploration: 1
Research: 5
Loyalty: Love
Cost of 3 and 250 Personnel
Additional Units-
Corporal Jacques Clement A squad from 303rd Myrmidon Company & volunteers from Europe spaceport
Attack: 5
Resistance: 4
Piloting: 4
Systems: 5
Construction: 3
Negotiation: 1
Exploration: 3
Research: 2
Loyalty: Normal
Cost of 1 and 250 Personnel
Factional Freebies:
Spoiler
Basic Research Lab (Facility)-
Basic General Factory (Facility)-
Autocannon Hardpoints (Module)- Primarily designed for long range space anti-missle/fighter point defense, it can be used for anti-missle/air defense
Powered Armor (Unit Upgrade)- Enough Lieutenant Maria Venucci's unit to be equipped with
Corporal Jacques Clement (Unit)-
Last edited by Blindslayer1 : 10-08-2012 at 05:04 PM.
Getting a subject/stating interest post up now. The basic concept is that a US carrier group that was deployed in the Pacific during the Marked uprising, and has spent the entire war providing air support in the East Asian theater. When it became apparent that the war was unwinnable, and the US wasn't cogent as a nation any more, they gathered what military assets (US, NATO and what South Korean military or Japanese self-defense forces wanted to come with) they could and started converting the carrier, CVN-99, USS Andrew Jackson into their township directly.
Also, if it doesn't step on the game's fluff, I'd like the conspiracy theories about the Illuminati to be true, and the leadership of the US government (as well as a number of world events that won't impact the game but are fun fluff-wise) to have been Illuminati-controlled for the entirety of the nation's existence. In short, the Jackson is going to be the US government-in-exile/the Illuminati. They'll be embarking from the nearest spaceport to their deployment, East Asia, which is also quite a bit more likely to be coastal enough to get a carrier into it; I'm assuming the East Asian spaceport is in Japan somewhere (it really should be in Japan).
Stats to come.
EDIT: Questions:
1) Is it possible to start with non-Township weapons or vehicles, such as carrier-based atmospheric strike fighters? Can those be a wildcard? Would they require ammunition, or is that assumed as part of the vehicle?
2) Are small arms assumed? I mean, we're all starting under siege from the Marked, I doubt we'd be defenseless. Maybe it's part of the attack skill?
3) Can units taken with the freebees start on a space facility taken with the freebies? Would a life-supporting space facility need all the reactors, life support systems and hull space that a Township does, and would they be included with the freebee or have to be taken separately (absorbing most of the wildcards in the process)?
4) What's the situation like at the spaceports? What are the fortifications like? Are they manned by NPCs, and to what extent is it reasonable to assume we can aid in holding off the Marked? If someone weren't trying especially hard to hold them off, how long would you guess that they'd have before getting overwhelmed? Would there be clear warning signs, or just enormous hordes coming out of nowhere?
ok, working on my faction, and I noticed that there is currently no way to start with personal weapons or vehicles. It's not a huge deal for me, but I imagine that the Remnants of Steel are probably going to want to start with a few weapons at least.
Also, how does one go about creating a brand-new unit after the game starts? The only rules I've seen for new units are in the 5 freebies that we start with, but I imagine there has to be another way of getting units.
I'm thinking my faction is going to be very very focused on not making the same mistakes as earth had. Think new-age druidism, mixed with a hint of Marked sympathizers and good old fashioned eco-terrorism.
What kind of research am I going to need to convert my 'living quarters' into something more like bio-domes. (crunch wise would probably be a combination housing/life-support/hydroponics module.)
__________________
Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!
@Maldiem: Good to see you here, Maldiem. No problem at all with the Illuminati being real, as long as it doesn't somehow step on someone else's toes. I doubt it will, so you've got the green light from me.
I didn't specify the locations of the spaceports other than their general region to avoid anyone thinking that the governments have some sort of claim on them. The East Asian spaceport is probably located on mainland Asia, however. Japan is large and technologically advanced to be sure, but when the chaos hit, its isolation would've caused millions to starve. They don't have nearly enough homegrown food to support their populations, and with the sea levels rising from the ice caps melting, any damage to levees from the earthquakes would've caused massive flooding across the entire country. Also, for game purposes, having the spaceport located on the mainland allows for more refugees to make it there on foot. It is, however, likely a coastal spaceport, given the economy in the region. All of these spaceports were private enterprises, or at least joint ventures between corporations and governments, after all.
1 & 2) It is possible to start with non-Township weapons and vehicles, but they'll count as a freebie. I'll add it to the list in the starting post. Vehicles and weapons must be equipped to a unit, and you need enough of them to actually equip the unit with. It changes the unit type to whatever that piece of equipment is. Noncombatants can technically fight without a weapon equipped, and are assumed to have whatever they can get their hands on (pistols, hunting rifles, makeshift weapons, w/e). They're quite ineffective unless the situation favors you somehow (such as an ambush so that you start in range and get the jump on your opponent).
Ammunition is generally not tracked unless the weapon is of significant power. Generally this involves missiles or large ship based projectile weapons, and the ammunition takes up space in the hold. If you happen to take atmospheric based fighters that can mount missiles powerful enough to damage a ship, the missiles will need to be statted out, would require tech to produce more of, and need to be tracked. If they're only strong enough to damage units, you don't need to track them.
3) Yes, units taken with the freebies can start in a space facility. Starting units cannot for balance purposes unless you take a freebie unit and put it in your Township, as this would essentially give you 250 free population. A life supporting space facility would require all of the essentials necessary to support life (some sort of power source, life support, living quarters, etc), but if you don't invest a module or facility into them you'll get the bare minimums for free. For example, you'd have some kind of solar panel rather than a reactor that is just sufficient to power everything, life support for 250 people, hydroponics for the same, and living quarters for the same. All space facilities get one 'purpose' for free, and in this case you're picking 'life-supporting', which is why it gets all of those modules and facilities.
4) Each Spaceport has a slightly different starting situation which I'll write up once we get started (I need to know how many player factions are at each location and what kind of factions they are). However, each Spaceport has some sort of fortified wall with mounted weapons on them to defend against Marked incursions, and there is anti-aircraft guns to defend against Marked aircraft. There are a significant number of refugees in each spaceport as well, and initially there will be enough hydroponics to feed them all. Each spaceport has enough launch pads for each faction there, and each launch pad has advanced facilities specifically for constructing spacecraft. Construction actions taken on the Township require significantly less Power at the spaceport as a result.
There are also lots of supplies in various warehouses at the spaceport. You can expect to be able to arm at least one of your units, and ammunition is not a concern if you bring a vehicle that requires it. These spaceports are basically heavily fortified military installations. There are NPC Units that will be defending the spaceport based on however many NPC factions there are at each location, and there might be a few non-attached Units that could be recruitable with Negotiation actions. Players that have a Unit with reasonable Attack scores can expect to be quite useful in dealing with Marked Units that attack, but you'll want to have good Resistance or Piloting skill to make sure you don't lose too many personnel.
If no players attempt to make a significant effort at withstanding the Marked, and for whatever reason there are no NPC factions at that spaceport, the factions should probably leave within 2 to 4 months. There are a lot of variables to this, as there are several factions (player or otherwise) at each location, all pursuing their own agenda. The Marked function similarly to humans, they can't simply teleport, so if you have scouts or some kind of detection facility (all of the spaceports have radar for air detection) you have a good chance to detect them before they attack.
@Rogue_Dragon: Yes, I'll be adding the ability to start with some sort of equipment for Units to the freebie selections.
Units require a Leader. You can attempt to Negotiate with a notable NPC of some sort to convince them to join your faction as a new Unit Leader, or you could build some sort of school and then recruit graduates as Leaders. It's also possible to gain an opportunity to recruit a new Leader through an event, or replace one currently leading a Unit. Normally it's not possible to replace a Leader, but if one is considering retirement you might get an event to have them replaced with their subordinate or their child or something.
If you're interested in having some sort of bio-dome, you'd probably need a few technologies, so it might not be doable yet. I can see a few ways to reach that sort of tech, but the one that would probably be fastest would be:
Complete Life Support (requires Basic Construction): Combines Basic Life Support and Basic Hydroponics facilities to create Complete Life Support facilities. Uses only one interior space, but produces enough food, water, air, and heat for 1500 people.
Complete Living Quarters (requires Basic Construction and Complete Life Support): Combines Basic Living Quarters with Complete Life Support. Complete Living Quarters use only one interior space, but provide living space for 1000 people and provides them with sufficient food, water, air, and heat.
Past that it depends on exactly what you want for a 'biodome', but if you're simply looking to combine all of the living essentials into one facility, that's probably the easiest way to do it. The Complete Living Quarters as written would use as much Power as all of the facilities combined. If you wanted to upgrade your facilities with that tech, I would say that (to keep things balanced) you would need to remove all of the facilities that they replace, but you'd get two of them. I'm not sure if you have enough excess power for that (I'd check now but I need to get to class), but systems don't use power if not in use so you could always keep one empty for the time being.
Hah who needs personal weapons. I'm mounting broadsides on my township.
I'm probably going to use some of my freebies on a second hull plating (or a direct upgrade of the current one if that's not possible) and probably two (on oppsoite sides of the ship) armored missile launchers on swivel mounts (with regular fast-moving missiles, and slower heatseekers and radio-controlled missiles). I think I'll also use one to upgrade my nuclear drive so I can go faster.
I hope to eventually get it mounted with enough weapons and armor that I can call it "the Battlestar".
Oh, and if turns are going to change how long they are, what about constants like ship speed per turn or population growth? And if turns really do get longer and you just say that research and such take less turns, that only makes it "feel" shorter OOC. I think you should just keep turns at the same amount of time no matter how far along we are.
EDIT: And, uh, if the Illuminati are real, wouldn't they have been killed along with all the other major political people?
By biodomes I was thinking of essentially self perpetuating ecosystems meant to support humans. I know that it will always require some energy, if for nothing else but light. Those sample advancements are exactly the kind of thing i was looking for, assuming that some research into better plants/ecosystems could lower the energy costs of the hydroponics and life support modules, I think that this could work quite well. What kind of energy cost reduction could some basic research give?
@ Jade Dragon, I'm sure the original leaders of the illuminati got hit, but not even mother nature could stop the whole organization.
__________________
Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!
I've edited my original post to contain my mostly-completed Faction Sheet. I played it kind of fast and loose with my freebies, since I really don't know what's possible and what's not. I figure if I tell you what I want to do, you'll tell me how to make it happen.
Okay, I just wanted to clarify how the tech tree works, then I'll go ahead and answer questions. A new technology usually starts with a Theory. Nuclear Theory is a good example of this. A Theory simply grants the faction in question access to that tech line. These are also generally the sorts of technologies that you'll accidentally stumble upon while researching other techs. Certain technologies will require multiple theories. If you acquire a technology (usually through trading) from another faction without the theory, you'll be unable to apply it in any way other than the application you were given, but it's generally much easier to 'reverse engineer' the technology down to the Theory than it would be to outright research it.
After a faction acquires a Theory, they can then research applications of that technology. The most typical advancement is Basic X, where x is an obvious application of the technology. For example, after Nuclear Theory comes Basic Nuclear Reactors. If this was a weapon technology, such as Lasers, you'd have to specify size (Basic Ship Lasers, Basic Vehicle Lasers, Basic Infantry Lasers, etc). I'll then give you the stats on the product and you can then construct it.
You can also research upgrades to a technology. For example, if you want to have a particular module or facility use energy, you could research some sort of Efficiency tech for that particular module or facility.
@Jade Dragon: You're welcome to add more hull plating. You'll find that 40 Armor is absolutely nothing against ship to ship weapons. Expect a basic weapon to deal 150+ damage per shot easily. The starting Townships aren't designed for warfare at all, though they can certainly be modified to work that way.
Ship weaponry requires the appropriate technology. Unlike vehicles or infantry equipment that your faction may have simply brought along without knowing how to build it, your faction has to design all of these parts from scratch, so if they can't make them, they can't have them. You'll have to acquire two techs (Missile Theory and Basic Ship Missile Launcher) to have missile weapons. You'll also want to consider constructing a munitions factory onboard your Township, since you'll need to build your missiles as well. Also, launchers are designed to fire missiles of a particular design. If you have multiple missile types, so long as they are designed for the same launcher, they'll work, but if you end up having two different kinds of launchers (say a large missile launcher for big ships and a smaller one to deal with smaller craft) they'll obviously use different missile designs.
I don't intend to change turn length unless the game is really going far slower than I'm predicting it will. I think it will be fine, but if I do need to change it I'll make sure to adjust everything accordingly. I don't think it'll be needed though.
And yes, the Illuminati leaders would've been killed along with all of the other political people, but that doesn't mean they didn't have subordinates.
@Rogue_Dragon: Basic research would probably cut the cost by 1/3. Another tech would reduce it to 2/3, and considering that it's a green tech, I could probably see a third technology making them cost no energy at all (energy efficiency along with biofuel harvested from the plants in the domes are used to power everything).
@Kazun: Just going to look over your freebies. A module/facility upgrade freebie gives you two upgrades, providing you have the requisite technology. For planetside scanners and Advanced Nuclear Reactors you'd need a new tech. Judging from your description of the reactor I assume you want one that provides more Energy, so I'll make the tech for that.
Planetside Scanners (Requires Basic Sensors): Planetside Scanners serve as an upgrade to a basic sensor array. The scanner can perform a planet wide sweep that reveals detectable structures, ships, and vehicles from orbit. This sweep is limited to the area of the planet that is facing the sensor array.
Efficient Nuclear Reactors (Requires Basic Nuclear Reactor): Advances in efficiency allows more power to be drawn from the same nuclear reactions, providing an increase in Energy output from 1500 to 2250.
Having a Ship Dock on your ship falls within the technology for Basic Shipbuilding, so that's fine. You'll need materials to actually make use of it though, and you'll need to define exactly how big of a Ship Dock you want here. If it only takes up one module space it can't make very large ships, and a larger dock will use up multiple freebies (it counts as multiple modules). Like the Propulsion module, it would need to be paired with an exterior module (a hangar door for the ships to get out) but the exterior module will only take up one space.
A medical facility requires Basic Medicine as a technology. Medicine doesn't require a Theory to research, but as most people don't know how to treat a variety of wounds, diseases, and such without training, you need a tech. Basic Medicine gives access to Field Medics as well if you build the equipment for a Unit to use, which allows you to give medical attention out in the field.
Bioengineering is fine as a tech, it'll start as Bioengineering Theory. Just keep in mind that if you want bioengineer something complicated, you'll have to research it first (complete knowledge of the human genome, for example, was lost during the chaos). I recommend building a Bioengineering Lab once you get Basic Bioengineering to cut down on these research times.
Well, you did give us Basic Rocket Technology (that means I get missiles/rockets).
Can we be assumed to know how to build modern-day weaponry as well? You did mention assault rifles and tanks being used against the Marked.
If so, I might go for something like the level 3 Sentry Gun of the Engineer's in Team Fortress 2.
Spoiler
Two miniguns and a rocket launcher with four small rockets loaded. Maybe make it two small rockets and one large rocket.
So either two extra platings of hull armor, two of those sentry guns or missile launchers, and a Rocket Factory (I'm guessing that counts as a Facility), or only one extra hull armor, but also a boost to the Nuclear Drive. Considering I want to do exploration as well as be outfitted for space combat, I think I'll go with the increased speed. Or maybe a smaller spaceship that moves faster so that someone can go out and look for stuff without putting the whole Township into the effort.
Also, when the Unit Leader has a Personnel of 250... is that personal power, or a really big entourage? What about other unique units such as the two Officers? What about not-so-unique units such as a standard military officer?