The new frontier. Advertised, romanticized and highly publicized.
You were selected by your peers. or perhaps you volunteered lured by the promise of money and greater freedom at the edge of the empire.
The Empire of Earth has opened new swathes of the galaxy as free to colonize many new unidentified, unexplored stars at the rim of empire held space, you will be the first men and women to set their feet on their surfaces. Several great benefactors are already constructing their colony ships. Go forth and prosper.
To the south, the edges of the human empire (Amplified for artistic reasons. in reality the EoE front is upwards of 40ly away. From left to right, Selecting your staring system, everything from neutron stars, dual-stars in the throes of creations and sol stars are available, representing avenues of research to the intrepid.
Colony building; you have 10 points to spend across the ships construction on top of a basic 1 pt in all areas.
Colony sheet;
Ship Name; Governing body; Star: Colour:
Brief description / background;
Size: x Speed: x Mobility: x Weaponry; x Armour: x Hull: x Sensors: x Extraction: x Refining: x Manufacturing; x Agriculture: x Education: x Culture: x Medical: x Living Quarters: x Cargo Hold: x Military: x R & D: x Population: x
Turns will consist of 3 main actions. Actions as normal (Bold/Underline)
Size; 1: Mobile space habitat. Is equipped with a pair of surveyor lander pods for planetary exploration 2: Modular Station. Operates in individual modules for modifaction and expansion. is equipped with a pair of aerodyne craft for transatmospheric passes. 3: Aerodyne Habitation Vessel. Capable of Atmospheric landings is equipped with a 1 drone satellite and 1 landing pod 4: Spheroid World Class Trans-Habitation ship. Capable of Landing on planetary bodies regardless of atmosphere. Comes equipped with 2 Surveyor Satalites and a single Landing pod. 5: Gemini Class Modular Titan. A two part ship, one Aerodyne Cargo lander and one spheroid landing pod. Both parts can operate individually.
Speed; 1: Ion Engines. A small thrust incredibly fuel effecient package requiring very long burn times. 2: Long burn Mineral fuel engines. Allowing for faster velocities at the cost of additional fuel. 3: Additional Mineral Fuel rocket boosters allowing the ship to perform high power bursts. 4: Fusion Pulse Engines push the craft to great velocities in short spaces of time. However onboard reactors take up large ammounts of space. 5: An extremely experimental drive fuelled by a mag-sealed canister of 100 kg raw antihydrogen allows unimaginablly high acceleration and power generation capability. Small particle accelerator arrays lay dormant, prepared to slowly convert electrical power to volatile antimatter.
Mobility; 1: Several ion thrusters are distribuited around the craft providing weak directional control, Best matched with strong sensor packages to mitigate their poor turn speed 2: Replacing the Ion thrusters with mineral fuel counterparts increases the ship weight however the ships agility is greatly increased with the rotation thrusters responding faster and with more force. 3: Balast-tanks are distribuited thoughout the ship along with Mineral fuel thrusters allowing for quick high speed bursts of force the considerable stress on the ship requires a strong frame. 4: The use of thruster gimbal introduces the idea of saving weight by minimising the number of thrusters required throughout the ship. the limited gimbal saves alot of the ships weight while retaining the same thrust output. 5: Expansion of the thruster gimbal systems replace the auxillary fueltanks and maintenence issues of control thrusters with thrust vectoring. alowing the ships main drive to rotate a full 90* from normal in any direction.
Weaponry; 1: A nose mounted small-caliber coilgun and its control mechanism is riveted into place, allowing the commander to shatter asteroids from a distance, depressurize light ships or reduce EVA operatives to pulp. 2: Four linked ten-millimeter chemical autogun pods are distributed across the colony ship and slaved to a static radar array that drastically improves accuracy and coverage, although it retains a blindspot near the engines. A small ammunition foundry module is fitted to your ship and manufactures excess slugs for all ship weapons. 3: A static free-electron laser array is anchored to [the spine of the ship/a gyro-stabilized turret on the station], intended to boil ships and their crew with nanosecond pulses of X-rays and perform light bombardment of low-atmosphere planets. An auxiliary molten-salt nuclear reactor is fitted for fuel. 4: A pair of two hundred kilometer face-off range nuclear warheads are fitted to special armored silos on your ship, along with the specialized radiation handling equipment and centrifuges needed to refine small quantities of transuranic metal. Your point-defense network is beefed up with racks of mixed heavy automatic guns and small X-ray lasers under a dedicated command and control grid. 5: Three hundred billion dollars of specialized particle accelerator equipment from Old Terra are welded into a sodium-spitting weapon array that disintegrates hostiles in a spray of raw kinetic energy and blinding radiation. Significant portions of the outside hull are turned into white hot radiator arrays for the system and four thorium molten-salt reactors and a deuterium fusion test plant come online.
Armour; 1: Light weight alloy skin with plasma treated external surface to provide light protection, Provides Good heat resistance but poor overall protection. 2: By creating an inner-layer of plasma treated alloy and filling the cavity with a preassure sensitive gel the survivability of the craft is greatly increased 3: re-ftting the plasma treated surfaces with a heavy sheath of ablative plates allows the ship to protect itself from sizeable meteorite impacts. The Ablative plates are single use. 4: Replacing the single use ablative plates with toughned alloy with synth-diamond coated surfaces gives the craft incredible protection by deflecting projectiles instead of attempting to absorb their energy. 5: Smart armour uses electronic pulses to operate Ablative plates against serious threats while the main external skin is Deflection coated. This provides exceptional situational protection.
Hull Construction; 1: The central spar construction method provides a cheap and effective way to build ships however struggles under intense forces. 2: using a full skeletal structure to house vital ship parts The Skeletal construction method provides a durable chassis for which to build a craft from. 3: Instead of using a 'framework" with which to house modules off, the structures is created arond the concept, Creating several reinforced beams with which "ribs" are hung from encompasing the full ship. 4: Using spoke style construction the ships ribs are further augmented with spokes supporting the external ribs and a horizontal support beam creates an almost barrel like superstructure. 5: When adding more metal became un-sustainable engineers turned to a honeycomb style desing, focusing on strong hexagon structures. This increased the ships structural integrity without increasing the weight
Sensors; 1: Dorsal Mounted Omni-Directional array. A short range system capable of recieving communications within 1AU. Internal communications are mediocre and only based on metal wiring, while external sensors are limited to basic camera footage and IR. 2: Augmenting the Dorsal arary with a prow mounted fixed angle Tight Beam System. Capable of sending and recieving up to 5AU away or detecting foreign bodies. Additional modules of compound eyes with broad-spectrum radiation detectors are fitted to key points on the ship, allowing total external surveillance. 3: A single relay sattelite is is docked in its own kennel provides a Tight Beam array and Omni-Directional array capable of relaying signals long distance or around planetary bodies. Internal ship wiring is replaced with glowing knots of fiber-optic cable, allowing maximum transfer of information and a modest colony intranet. 4: Replacing the relay drones with a pair of Clarion Spy Drones equipped with a full sensor suite, capeable of operating away from the ship for extended periods in near undetectable fashion. A slew of jamming systems blanket the exterior of the colony ship and warp its radio signatures in a haze of random electromagnetic discharges, effectively blurring the location of the colony. 5: A full Vauban Directional Shileded Tight beam module to augment the sensor package allowing up to 15AU of communication. A Vauban omni array is attached atop the ship to provide long range threat detection. Massive banks of ECM-hardened data storage units containing some of the most lethal black-market computer viruses on Terra are installed, providing the means to flood a reactor or dust a hab module with burning pesticide.
Ore and Mineral Extraction. 1: Colonial supply stores are fitted with massive racks of hydraulic jackhammers and synthetic diamond saws, along with a half-ton pallet of lithium-oxygen batteries for power. Allows intensive mining of surface deposits. 2: Your colony's vehicle bay is equipped with an autonomously crawling Vitiator drone, loaded down with armoured ore hoppers, dozens of pressurized chisel arms and a hydrogen furnace for crude ore refining. Vision and speed are extremely poor. 3: Million-gallon tanks of sodium cyanide in the storage bay and specialized chemical extraction equipment allow the colony to leach metallic elements from even the most diffuse ores, grinding them to powder and allowing them to ferment in fields of caustic froth. 4: Seventy-two electric-tether hardsuits are obtained from a military contractor and fitted with explosives, sonar modules and primitive tele-operated grippers, supporting work in lethal environments. 5: The lower half of the ship's vehicle bay is filled with maintenance arms, deployment systems and spare nuclear batteries for a hundred meter long pressurized tunnelling rig, an unstoppable mining and excavation tool capable of chewing through bedrock for years under its own power without retooling by its support engineers.
Refinery capability 1: A Micro Refinery module is linked to the ships reactor providing limited exploratory refining of materals via extreme petroleum heating. 2: A Recycling reactor module is linked to a large hydrogen furnace, providing a commercial-grade refining method which is efficient but not particularly powerful. 3: A Prospector class Refinery is installed along with a nuclear boost-reactor to provide additional power. Often used on prospector vessels for their large capacity and accurate filtering of a broad spectrum of raw materials. 4: After a significant boost reactor is installed a two stage refinery is installed, providing an accurate filtering and large capacity of recovered materials. Capable of reducing former waste material to modest amounts of precious metal. 5: Installing a complete secondary reactor the 4 stage refinery module is capeable of commercial refinement of resources in large quantities, particularly useful for generating ultrapure silicon, rare earth metals and parallel refinement of multiple bulk ores. The module consumes a large ammount of power and space aboard the vessel.
Manufacture; 1: A basic workshop is installed on the ship for minimal hand/power tool fabrication tasks. 2: Older ships often use a reliable full maintenance workshop capable of supporting multiple parallel manufacturing projects with basic tooling. 3: The advent of Electronic CnC machines allow engineers to design and fabricate more complex items in shorter time and more accurately using partially automated cutters and welders. 4: Large assembly lines are installed aboard the ship allowing for multiple projects to be completed with racks of quick automated cutters, welders, painters all working in unison. 5: Installation of crude nanofabrication command systems allows for the disintegrative recycling and construction of new and old parts with little to no waste and optimal construction speed.
Agriculture 1: Colonial seed banks are centered around high-starch staple foods, including cereals and tubers from Terra; wheat, barley, rye and potatoes feature. Hydroponics systems are skeletal but functional and allow small-scale growth of vegetables. 2: Dedicated hydroponics modules cultivate an extremely efficient mixture of tilapia in tanks and a variety of vegetables, constantly recirculating an extremely nutrient-rich film of water. Cold storage includes a mix of dependable, high-yield tree stock for founding orchards. 3: Massive expansion of available seed stock allows for incredibly high-nutrient content crops such as cassava root, sorghum and millet to be grown in serious quantities, and banks of specially-modified cryostatic systems hold adult members of Terra's major livestock species. 4: Components for a sprawling, modular ammonia plant are fitted to the ship's cargo bay, churning out valuable crystals of fertilizer feedstock from atmospheric gas. Synthetic fertilizers can be distributed in liquid or solid form by drones or human workers, leading to skyrocketing yield. 5: Harsh regimes of selective breeding have generated a perennial variant of maize that produces high-energy grain year after year with no reseeding and a form of rice that synthesizes its own nitrate fertilizer, both monumental agricultural breakthroughs that could have fed billions on Terra. Significant amounts of fertilizer are required to build their complex root structures.
Education 1: 1: Volunteers and personnel selected via random sampling of imperial populations were taken for the mission, of median occupational training and expertise. Resources were needed elsewhere, and the result is a statistically average, undifferentiated blend of humanity. 2: Additional cutoff protocols for colonial recruitment lead to a proliferation of skilled laborers, machinists, technicians, light vehicle pilots and mechanics, along with a generally higher grade of physical fitness and a small increase in baseline IQ. Severe training and preparation for the colonial environment instill in all citizens a mentality that conserves water, food and fuel. 3: High-risk emergency drilling procedures were held before launch, covering a wide variety of scenarios up to and including partial reentry disintegration, ship depressurization, disease outbreak, reactor failure and military incursion. A tandem development occurs with the implementation of small, automated educational systems that guide children through a stripped-down curriculum of primary and secondary learning. 4: Dedicated modular, prebuilt schools locked in the ship's cargo bay give the colony's children broad expertise in technical, mathematic and scientific circles, along with stimulating rapid growth in baseline IQ. Selection protocols tighten noticeably and economists, scientists, engineers and some of the more efficient city administrators are culled from Imperial worlds at a rapid rate. 5: With the final refinement in frontier education, EVA protocols and critical maintenance techniques become standard knowledge among citizens; every man, woman and child aboard can be considered a hardened dweller of the Black. Dispersed throughout the population are legendary geniuses, savants, technocrats and shrewd governors, comprising a selection of the best that Imperial thought has to offer. Culture 1: The only culture aboard the vessel is what was brought with the personnel, The ship designed with no cultural entertainment outlets and the colony is left to fend for itself. Colonial population is a disparate mix of workers with no real national ties or political organization. 2: Allowances are made aboard the vessel for cultural influences as the populations are given more freedoms with personal spaces and common areas for communal activities. Basic political structures create a chain of bureaucratic command that allows quicker mobilization of workers, scientists and soldiers. 3: Including of communal areas is further augmented with a selection of public events held aboard the ships larger communal areas allowing culture to thrive aboard the colony. Rallies and demonstrations create a thriving political body centered around the colonial leader and his or her most enthusiastic adherents, speeding orders and increasing morale. 4: Influencing design to strengthen the colonies cultureal impact uses large scale elctronic media with a central system aboard the ship for distribution of authorized material. Massive databanks ripped from archives on Old Terra provide suitable content, and an authentic sense of national unity begins to take hold as the colonists strive to uphold the greatest ideals of their homeland. 5: Pushing for consumer technology devices the ship is equipped with a myriad of holographic display units for both corporate and personal use. Along with less restrictions on civilian use of manufacturing being released. Nationalist forces have grown so powerful that the colony has developed its own self-contained political organization, backed with a strong and vibrant culture that blends the best elements of launch nation and colonial planet. [Allows the player one powerful, defining cultural trait of their choice.]
Medical; 1: The Ship is equipped with basic saftey regulations first aid kits, including strips of gause, antiseptics, adhesive plasters and basic pills. 2: The ships medical capabilities are agumented with a basic medical suite capable of dealing with more serious injuries and a limited pharmacy stocked with a variety of medications. 3: Mediscan technology improves upon the basic surgery suite giving the ability to diagnose more serious injuries and diseases. Increasing the variety of stock in the pharmacy allows the medical suite to treat not just basic wounds but infectiosn and disease. 4: Implimenting and electronic surgery suite gives the medical personnel the ability to diagnose and heal major injuries The Pharmacy suite has been upgraded with several recommendations from theorhetical colonization requirements concerning physical ailments on foreign planetary bodies. 5: Cryogenic healing pods are installed on the ship, 6 state of the art pods capable of healing almost any ailment from radiation poisonings to cancers by slowing the patients metabolism to a near zero state and pumping them full of the most fine-tuned drugs Terran synthesis can manufacture.
Living Quarters 1: Operation on restrictive budgets habitation is kept to a minimal liveable standard, each family unit is given a cell aboard the vessel with communal bathrooms and utilities. 2: For colonist comfort the rooms are expanded to include more comfortable furnishings and comon living areas furnished with couches and plants. 3: Each family unit is given its own bathroom and common areas, As more budgets are funded into colonist living quaters more comfortable furnishings are found with a select few being given higher class quarters depending on their position aboard the vessel. 4: Expanding further housing for the colonists gives them freedom to choose their designes and feature full detached house units that allow for larger more comfortable designes and larger families. 5: Thiving colonist funding from large investors secures more extravagant crew quaters for more important personnel, Entertainment packages and suites are distribuited to most living areas.
Cargo Hold 1: Cargo storage is limited to a mass of individual padlocked containers kept in the main bulk of the ship. Supply packing is inefficient and raw material relatively scarce. 2: Nodules of armoured drums begin to develop along the lateral axis of the ship, contents kept in perpetual cryostasis by the external environment. Logistics conducts acquisitions of perma-storage food and high-grade bars of refined metal. 3: High-compression protocols allow for the storage of massive amounts of liquid chemicals and fuel in external tanks alongside the sides of the ship, enough utility synthetics and industrial acid for several years of work - at the same time, skeletal reinforcement and the careful gutting of a spare residential sector provides about a thousand sets of surplus field tools. 4: Two small, stubby and incredibly heavily armoured drop cargo shuttles are fitted to the exterior of the colony ship, docking cradles bristling with cranes for meteroid damage repair and tanks of rocket fuel. Capable of shifting vast amounts of material planetside, along with general utility fittings or combat adaptation. 5: Supply reserves are extended with vast open-vacuum decks patrolled by drone armatures on rail systems. Extreme automation leads to economies of scale as thousands of pallets of food and fuel can be shifted with no human intervention, and the ship's exterior crawls with automatic systems which make occasional forays to crack comets for water ice or tap hydrogen from gas giants.
Military 1: State security teams of about [three percent population] keep the population in line and deal with external threats at the barrel of a heavy revolver. Military response abilities are minimal and largely limited to squashing internal rebellion or putting down violent criminals. 2: Corporate contacts are tapped; several tons of full-metal-jacket rounds and a mixed array of automatic rifles, shotguns and high-caliber scoped guns are fitted to a specialized armory bay on the [ship/station]. Security operations expand to four percent of the population and additional training procedures provide intense small-arms drilling against military-grade threats. 3: Specialist tech is retrieved from chemical contractors, electronics fabs and disbanded national armies, expanding the armory with heavy machineguns, rocket-propelled grenades, napalm throwers and a three-man chemical laser array capable of lighting infernos from half a kilometer. 4: Burning political capital left and right, your colony successfully implements a large-scale draft of military personnel and develops the command infrastructure to train and manage a steady flow of recruits, along with sourcing bulked-up supplies of 30mm cannon rounds and fuel to supply an eight-wheeled Monolith assault vehicle loaded with radar and communication equipment for coordinating troops. 5: Brutal military conditioning has raised a contingent of cold-nerve special-operations killers backed with the most brilliant mercenary commanders of Old Terra. Packing caseless automatics, armoured hardsuits and vests bristling with carbon-steel knives and plastic explosives, helmet displays spitting infrared signatures, these two hundred faceless marines are the subject of both fear and admiration.
R & D Laboratory 1: Shielded processor cores distributed throughout the bulk of the ship can be co-opted for scientific analysis, churning through data at a relatively slow rate and with sparse storage. Scientific personnel are limited to inexperienced technicians and the ship's probe array is based on crude and fragile drone systems. 2: Implementation of a dedicated processor bay flooded with nonconductive chemical coolant allows technicians to crack larger and more difficult analytical problems, along with employing an array of statistical tools that make sense of population dynamics and crop yield. 3: Academic immigrants from Terra join the colonial mission and establish a small polytechnic academy centered around industrial research and engineering, allowing basic research and the training of new scientists as soon as planetfall. 4: Increased funding for scientific advancement aboard the colony ship adds to the cargo hold the components for a sprawling, massively parallel supercomputer array capable of extremely complex simulations and rapid refinement of engineering prototypes. A dedicated staff of experienced engineers assumes control over all major electronic systems. 5: With the highest possible level of scientific funding, a full-scale university station is attached to the ship's exterior and crewed with the most cuttingly brilliant physicists, chemists, biologists, and engineers (memetic, structural or otherwise) to be found on Old Terra, enabling advanced fundamental research as soon as planetfall is reached.
Population 1: Provisions were only made for eight hundred colonists from the supporting nation, though careful selection should prevent the effects of inbreeding or a genetic bottleneck. 2: Two thousand colonists and a bank of an additional three thousand DNA samples in cold-storage vaults are supplied to the colonization project. The samples are not guaranteed to be viable on arrival. 3: Seeing the unreliability of raw genetic material for IVF methods and its potential to degrade in stasis, colony planners have alotted habitation modules for four thousand colonists and invested several hundred million into a storage vault of two thousand viable embryos. 4: Political endorsement of the colony project leads to a boom in funding and support, allowing six thousand colonists onboard. At the same time, an array of newly-developed artificial wombs allow the rapid gestation of stored embryos directly from stasis, no humans involved. 5: Having exhausted all means of providing capital, the colony's initial population reaches its apex at ten thousand citizens of the deep black yonder. Powerful biotech techniques allow genetic samples to be cultured directly into embryos rather than haphazardly grafted into preexisting eggs.
Author:
TheKebbit [ Mon Nov 11, 2013 4:45 pm ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
Notes on colony formation;
When selecting an engine, structure, sensor, comms, refinery or military upgrade (or any upgrade, really), it is assumed that that is your colony's baseline level of tech in the area. Which means if you don't spend any points on engine capacity, without serious research investment you *will* be flying long-burn ion drive on everything.
Don't discount things like Sensors, Culture, or Living Quarters. Every area can and will branch off into cool ♥♥♥♥, somehow save your ass or guarantee powerful passive effects.
This project has been a long time in the collaboration room and I hope DRLFF comes to love it as much as Pioneers, Afterworld or Destiny.
My own sheet will follow shortly. (Declare for grey-star system.)
Author:
CrazyMLC [ Mon Nov 11, 2013 5:01 pm ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
Wow, this is beautiful. I want in.
Colony sheet;
Ship Name; GagarinX-1961 Governing body; Democratic Dictatorship (There are no real political parties, but rather, a dictator is elected that can be veto'd or impeached by the general populous at any time. This is done using an impressive array of information gathering tools on the dictator, and using live updates willingly provided by the population in the form of social media, as well as an electronic form of voting. The population is an inherent part of the government, and as such the government is completely transparent.) Star: The two adjacent blue stars. (? I'm not sure of this decision because I have no idea what the colors really mean in the scope of the game.) Colour: #40a0cf
The Gagarin is completely based around the idea of scientific expansion. This is embodied even in the name of their colony ship, which was named after Yuri Gagarin, the first human to exit the earth's atmosphere. They know themselves to be inferior in many ways, and that is the fact that drives them to improve. By surpassing their peers technologically, they hope to boom and snowball further, faster, and with more force than any other, thereby proving their ideology to be superior. As such the entire culture is built around improvement and meticulous analysis. Nothing is beyond scrutiny or the possibility for improvement and refinement. They will do whatever it takes to gain superiority in all forms over their competition.
Re: Exodous to the Void. Colonies of the Outer Rim..
Ship Name: DRON##@ Governing Body: Technocratic Surveillance State Star: The grey (presumably neutron) star. Colour: #808080
Background: A paranoid and reclusive division of colonists bound together by mutual distrust and fear of xenos and their fellow men, the cold technicians, comms analysts, spies and silicon refiners of DRON##@ comprise a disturbing, insular backwater based around leadership by unelected researchers and ruthless intelligence agents whose names are restricted from the general population. Black operations, black ships and black death are the name of the DRON##@ game.
Re: Exodous to the Void. Colonies of the Outer Rim..
declair
Author:
Psygnosis [ Mon Nov 11, 2013 9:40 pm ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
Adding more Clair.
Author:
caekdaemon [ Mon Nov 11, 2013 11:12 pm ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
I am in. Give me some time.
EDIT : Colony under construction, please hold.
Ship Name; IEF Conquest Governing body; Imperial Expeditionary Force - A colonial extension of the Earth Empire, commanded by a viceroy appointed by the Empire. It government officials are appointed by vote from the colonial ministry, the governing body of the colony. They have been sent to see that the Empire spreads into the stars. Star: The mainstream star in the bottom left. Colour: This colour will suffice. #BF0000
WIP from here on.
Brief description / background; The IEF Conquest is one of many colony ships built by the Empire, part of a new generation of expansion. While the attention of the Empire is in more than one place now, what with dozens of colonies being established across the frontier and the Conquest is no exception. The Empire however, can't be everywhere and the colony will be almost on it's own, aside from a supply/merchant ship being sent every now and then, showing the flag, trading goods with the colony and keeping the thoughts of independence far from the colonists mind. The Conquest itself has dozens of siblings travelling to colony sites across the frontier, typically to known destinations. But really, the Conquest is the sideshow of a bigger prize going on elsewhere.
Level 5 culture trait : Imperial Colony : The colony is a colony of the Empire and will routinely receive supply ships and merchant vessels. Due to the attention of the Empire being spread thin, that is it.
Size: xxx - Aerodyne Habitation Vessel Speed: x Mobility: x Weaponry; x Armour: x Hull: xx - Skeletal method. Sensors: xx - Tight Beam System. Extraction: xx - Crawling drone. Refining: xx - Recycler. Agriculture: xx - Agriculture. Education: x Culture: xxxx - 5th level culture. Medical: x Living Quarters: x Cargo Hold: x Military: x R & D: x Population: x
Author:
Psygnosis [ Tue Nov 12, 2013 12:36 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
Alright im gonna call it with 4 to start with, Might bump to 6 depending on how things go. (gauging on turn size atm)
Author:
Foa [ Tue Nov 12, 2013 2:55 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
I'm freaking out.
Author:
BearsofInsanity [ Tue Nov 12, 2013 3:21 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
I want in, if there's still space. (SPAAAAACE)
Ship Name: UKNS Pagoe Governing body: A council of "interpreters" reigns over the ship, taking orders from the preserved heads of the Triumvirate of Divinity. Interpreters are appointed by other Interpreters and approved by the last surviving descendant of the Triumvirate of Divinity (an inbred freak). Basically, an militaristic oligarchy with a state religion and a supposed figurehead. Star: Yellow star, top left, on the border. Colour: 0000FF
Cultural Trait: Fanatical Devotion: Residents of the nation simply do not get unhappy, even under cases of mass murder, obvious corruption, or other such problems. They simply do what they are told to by their leaders
Brief description / background: Sole survivor of the old United Korean Nation fleet, the UKNS Pagoe (translates to destroyer) holds the sacred heads of Kim Il-Sung (Saint of Community), Kim Jong-Il (Saint of Tenacity), and Kim Jong-Un (Saint of Power, Reunitor of Our Nations). The militaristic culture and total disregard for safety or logic has ventured into the void with them.
Size: x Speed: x Mobility: x Weaponry; xxxxx Armour: x Hull: x Sensors: x Extraction: x Refining: x Agriculture: x Education: x Culture: xxxxx Medical: x Living Quarters: x Cargo Hold: x Military: xxx R & D: x Population: x
Author:
CrazyMLC [ Tue Nov 12, 2013 3:27 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
caek, you labelled your culture wrong. It doesn't have five points, that'd put you one point over the starting.
Author:
Foa [ Tue Nov 12, 2013 4:24 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
Quote:
Toposophic: oh my god Toposophic: i forgot the manufacturing stat Foe: Dude Toposophic: asdfsdfasdfasdf Foe: so now these savants can do undefined amounts of tinkering with their vast resources, and technical know-how Foe: Let's make the drones into replicators Foe: WOOOOOOOOOOOOOOOOO Toposophic: i'm not going to let you walk over the ♥♥♥♥ game by exploiting common sense [The power of using the Silver Rule of Roleplay (eg, Reason), t5 Education, and t5 Cargo Holds]
Author:
caekdaemon [ Tue Nov 12, 2013 4:25 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
CrazyMLC wrote:
caek, you labelled your culture wrong. It doesn't have five points, that'd put you one point over the starting.
Take a look at the original post, then at my culture again.
Level five in the OP, level five in my post.
And Foa, massive amounts of manufacturing help you little if you can't produce the needed resources. Energy and refined metal being the most likely, but more will probably exist depending on how deep they desire to make the construction system.
Author:
Foa [ Tue Nov 12, 2013 4:26 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
Foa wrote:
Quote:
Toposophic: oh my god Toposophic: i forgot the manufacturing stat Foe: Dude Toposophic: asdfsdfasdfasdf Foe: so now these savants can do undefined amounts of tinkering with their vast resources, and technical know-how Foe: Let's make the drones into replicators Foe: WOOOOOOOOOOOOOOOOO Toposophic: i'm not going to let you walk over the ♥♥♥♥ game by exploiting common sense [The power of using the Silver Rule of Roleplay (eg, Reason), t5 Education, and t5 Cargo Holds]
This is why I'm freaking out, that and I don't know stats.
Author:
TheKebbit [ Tue Nov 12, 2013 4:31 am ]
Post subject:
Re: Exodous to the Void. Colonies of the Outer Rim..
objective 1: collapse in horror objective 2: tear down stat system objective 3: make game playable