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Christopher

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Posts posted by Christopher

  1. Joined one of hte 2 ever-expanding Federations

     

    Leaders:
    (dead)Executive Raldim den Polosh (Blue); Industrialist, Space Miner; 2200.01.01 (48) - 2212.05.01 (60)
    (dead)Executive Birm den Rothorag (Brown); Space Miner, Architectural Sense, Develop Industiry; 2212.08.01 (55) - 2216.04.15(59)
    (dead)Executive Galdrig den Piriam (Blue); Investor, Charismatic, A New Generation; 2216.07.17 (48) - 2226.04.21(58)
    (dead)Executive Birm den Iridar (Purple); Deep Connections, Resilient, Fleet Expansion; 2226.07.20 (59)- 2239.12.21(restructure)
    (dead)Empress Birm den Iridar (Female, Purple); Deep Connections, Resilient, Fleet Expansion; 2239.12.21 (73) - 2250.06.18(83)
    Empress Modrig den Iridar (Female, Purple); Fertility Preacher, Expansionist; Hier: 2240.03.10 (21); 2250.06.18(31) -
    Crown Princess Virpim den Iridar (Female, Brown); Fortifier, Architect; Heir: 2250.07.01 (21);

    Dead Persons of Note:
    (dead)Governor Birm den Rothorag (Brown); Tileblocker Removal; 2200.01.01(43)-2216.04.15(59) ; Executive
    (dead)Governor Galdrig den Piriam (Blue); Resilient;  2212.08.01 (44)-2226.04.21(58) ; Executive
    (dead)Scientist Pendirm den Polosch (Purple); Biology; beginning 2214(39) - 2237.01.17(62); Galactic Ambitions.
    (dead)Scientist Birm den Iridar (Purple); New Worlds; 2200.01.01(33)- ; Colonyship, Planetary Unification, last Executive, first Empress
    (dead)Scientist Feldirm den Adasga (Brown); Voidcraft; 2222.05.20 (33) - 2251.01.15(62) ; Destroyers, Cruisers
    (dead)Scientist Jargim den Piriam (Blue); Archaeologist; 2226.05.01 (33) - 2253.03.14 (60)
    (dead)Scientist Professor Zarg (Sigma); Curator; 2249.04.11(41) - 2261.02.08 (Brain Parasite); Curator, Colonial Centralisation, Old Gods
    (dead)Admiral Rodrig den Rothorag (Purple); Resilient, Scout, Logistics; 2213.08.01(37)-2262.08.11(86); Pirates, Probe Recovery, defeater of 3 Space Amobea Flotillas, Otheti, Mathin and Usanace Wars.
    (dead)Scientist Pendirm den Piriam (Brown); Adaptable; 2237.01.17(33) - 2262.11.05(58); Xeno Leaders

    Alive Persons of Note:
    Scientist Goll (Mathin, Female, Blue); Voidcraft, Adaptable; 2243.02.22(36) - ; First Xeno Leader
    Scientist Gestith dol'Gilue (Otheti, Grey); Computing; 2253.01.05(39)- ; Shields, Ward T2,
    Scientist Feldirm den Polosch (Blue); Statecraft; 2253.03.14 (39)- ;
    Scientist Nuvoll (Mathin, Brown); Eager; 2261.04.01 (57) - ;
    Scientist Thoraul dol'Gilue (Otheti, Brown); Adaptable; 2262.11.05(45) - ;
    Admiral Lifres had'Marn (Otheti, Grey); Eager; 2261.04.01 (48)-


    2262.01.12:
    The Saathar and Onotach made their own Federation, called the "Stellar League".

    2262.02.29:
    United Tiyal Nation joined the Galactc League.

    2262.02.29:
    There is no way into either of the 2 Federations or even just association state with either of them.
    The Stellar Alliance (Gulk-Furki, Chinorr, Hazar) is blocked to us, due to the Gulk-Furki being fiercely Independant and Xenophobe.
    The Galactic League (Saathar, Onotach, Tiyal) is blocked due to the Tyial not liking us. While Association status could improove that, the Saathar are also a likely first conquest.
    The only natural Ally could be the Ogi-Nollox from the north/east quadrant.

    2262.03.03:
    In prepration for a later Alliance, we singed a non-agression pact with the Ogi-Nollox (North/east).

    2262.03.10:
    The Lox'Ungrak joined the Galactic League, making it 4 powers now.

    2262.06.15:
    From the Onotach, there came a Federation Association invitation for the Grand League. However it was rejected due to previous elaborated reasons.
    The Rimdur for the North/West joined the League.

    2262.08.11:
    Today the Clans mourn the loss of a great Hero - Admiral Rodrig den Rothorag (86) died today after almost 5 decades of exceptional service in the wars and against the cosmocean lifeforms.

    2263.01.02:
    The Tiyal offered a deal - Excess Teldar Crystalls for Terraforming Liquids. It was accepted.

    2263.04.05:
    Surprisingly the Gurk-Furki ceased thier rivalry of us. That means we are now on good terms with any part of the Stellar Alliance.

    2263.04.12:
    We were accepted into the Stellar Alliance!
    Thus a great new day has dawned for us.

    2263.06.01:
    The Chinorr offered a migration treaty. However due to their Biological repugnancy and our previous experiences with Migration treaties, this request was denied.

     

     

    Note:
    I think I am going to end this now. I really messed up getting that collectivist technology in time (Frontier Comissars). Without it, a lot of my strenght has not yet realised. In particular, I am incapable to just expand my count of planets to the point where I could use sectors freely.

  2. With the Usanace, the 4th Species has been added to our Empire.

    post-15884-0-58387300-1484853626_thumb.jpg

    The 3rd Charismatic Race and aslo Reslient (making them excellent Garission troops). Furthermore they do prefer Cold Hydrospheres, wich measn I can mix them in with the Korith. Primarily as mining worksers, but also to use Xenophilia and mutual charismatic.

  3. Summary: Finally managed to attack the Usanace, with help of hte Saathar.

     

    Leaders:
    (dead)Executive Raldim den Polosh (Blue); Industrialist, Space Miner; 2200.01.01 (48) - 2212.05.01 (60)
    (dead)Executive Birm den Rothorag (Brown); Space Miner, Architectural Sense, Develop Industiry; 2212.08.01 (55) - 2216.04.15(59)
    (dead)Executive Galdrig den Piriam (Blue); Investor, Charismatic, A New Generation; 2216.07.17 (48) - 2226.04.21(58)
    (dead)Executive Birm den Iridar (Purple); Deep Connections, Resilient, Fleet Expansion; 2226.07.20 (59)- 2239.12.21(restructure)
    (dead)Empress Birm den Iridar (Female, Purple); Deep Connections, Resilient, Fleet Expansion; 2239.12.21 (73) - 2250.06.18(83)
    Empress Modrig den Iridar (Female, Purple); Fertility Preacher, Expansionist; Hier: 2240.03.10 (21); 2250.06.18(31) -
    Crown Princess Virpim den Iridar (Female, Brown); Fortifier, Architect; Heir: 2250.07.01 (21);

    Dead Persons of Note:
    (dead)Governor Birm den Rothorag (Brown); Tileblocker Removal; 2200.01.01(43)-2216.04.15(59) ; Executive
    (dead)Governor Galdrig den Piriam (Blue); Resilient;  2212.08.01 (44)-2226.04.21(58) ; Executive
    (dead)Scientist Pendirm den Polosch (Purple); Biology; beginning 2214(39) - 2237.01.17(62); Galactic Ambitions.
    (dead)Scientist Birm den Iridar (Purple); New Worlds; 2200.01.01(33)- ; Colonyship, Planetary Unification, last Executive, first Empress
    (dead)Scientist Feldirm den Adasga (Brown); Voidcraft; 2222.05.20 (33) - 2251.01.15(62) ; Destroyers, Cruisers
    (dead)Scientist Jargim den Piriam (Blue); Archaeologist; 2226.05.01 (33) - 2253.03.14 (60)
    (dead)Scientist Professor Zarg (Sigma); Curator; 2249.04.11(41) - 2261.02.08 (Brain Parasite); Curator, Colonial Centralisation, Old Gods


    Alive Persons of Note:
    Scientist Pendirm den Piriam (Brown); Adaptable; 2237.01.17(33) - ; Xeno Leaders
    Scientist Goll (Mathin, Female, Blue); Voidcraft, Adaptable; 2243.02.22(36) - ; First Xeno Leader
    Scientist Gestith dol'Gilue (Otheti); Computing; 2253.01.05(39)- ; Shields, Ward T2,
    Scientist Feldirm den Polosch (Blue); Statecraft; 2253.03.14 (39)- ;
    Scientist Nuvoll (Mathin, Brown); Eager; 2261.04.01 (57) - ;
    Admiral Rodrig den Rothorag (Purple); Resilient, Scout, Logistics; 2213.08.01(37) - ; Pirates, Probe Recovery, defeater of 3 Space Amobea Flotillas



    2253.01.05:
    All persons without relevant contributions to the greater good are being removed for the list of persons of note. This means primarily a lot of Korinth Scientists.

    2254.02.11:
    Gulk-Furki and Chinorr just entered into the "Stellar Alliance".

    2254.08.20:
    We proposed a joined war on the Usanace with the Saathar as our ally. Syrma, Eskellion and Salluria are to be ceeded to us. And the border planet Collodor is to be put under seperate leadership.

    2254.08.23:
    The war was accepted.

    2254.10.04:
    A deep survey of a Asteroid by Professor Zarg revealed something astonishing. It appears the interior has been carved in the likeness of a  temple of "The Unthold", a old Korinth destroyer deity. What is more worrying however is that this asteroids has apparently been in space far longer then we are able to space travel. And others of this kind are indicated to exist.
    Professor Zarg vowed to to look at the other temples as well and reveal what secrets they hold.

    2254.11.22:
    In Mithar - east of Khell - the scouts of our passing military fleet noticed something that appears to be a asteroid shrine of the "Benefactress". Dr. Zarg has been informed and is on his way.

    2255.07.01:
    The siege of Syrma is running, as both the Usanace and Saathar Fleet arrive. Consdiering the superior firepower of our combined fleets, the Usanace fleet turns around.

    2255.07.22:
    Translating the texts of the Benefactresses shrine prooved surprisingly simple. Our lingusts all agree that the language is surprisingly easy to learn.

    2255.08.11:
    In Rint Beekun we found a shrine to the Undaunted.
    Meanwhile the Saathar have begun the ground invasion on Syrma.

    2255.11.22:
    The spaceport in Mathonis has been attacked and destroyed. Our fleet is preparing to engage the enemy main force.

    2255.12.30:
    The texts of the Undauted have been retrieved.

    2256.02.22:
    The enemy fleet has been driven out of Mathonis. the fleet is ordered to return for extensive repair work.

    2256.04.27:
    The shrine to the "Percipient" was found in Higma, just into the Saathar space.

    2256.09.26:
    Professor Zarg almost gave up making sense of the Percipients shrine, until he noticed that the way the light reflected onto the ceiling that was truly encoding the message.
    It is clear that we share our ancient beleives with a much older, spacefaring civilisation that may no longer exist. We decided to monetize these findings to afford more assistance from the curator enclave.

    2256.11.30:
    A small enemy fleet attacked Syrma. However a pre-emptively placed defensive and snare station managed to defeat them before our fleet arrived.

    2259.04.21:
    On the 2nd attempt, Collodor has been captured.

    2260.02.12:
    With repairs and reinforcements completed, the felet is setting out towards Eskellion and Salluria.

    2260.09.07:
    2nd Generation Warpdrives have been introduced.

    2261.02.06:
    The Hizar have advanced to full Vassal Status.

    2261.02.08:
    Professor Zarg was invenstiagting a derelict ship and reporting nothing out of the ordinary. However shortly after we received a distress call and the ship was lost with all hands.

    2261.03.17:
    With the ground combat in Eskellion already running, the Usanace surrendered. The new Mathin Sector has been formed to include the former Mathin Homeworlds.

    2261.05.01:
    Empress Modrig I decided that our great nation should become a parton of the Artisan Enclave. For the next 10 years, reasources will be flowing to them.
     

  4. The Kortin Royal Clans now has 3 species in it's Space:
    post-15884-0-78714700-1484765927_thumb.jpg

    While being nice to be around and able to go nearly everywhere (Charismatic and Extremely Adaptive), the Korinth themself make poor leaders, Miners and Army members.

     

    post-15884-0-51202400-1484765989_thumb.jpg

    The Othethi make excellent Power Plant workers. And accordingly thier new colony is focussed on it.

    Thier birthplanet has actually fully repopulated and they started expanding using border posts. Still, we will refrain from putting that planet under our protection for as long as the Xenophobe empire remains a danger.

     

    post-15884-0-98879500-1484766118_thumb.jpg

    While being as nice to be around as the Korinth, the Mathin themself have a nearly twice as high life expectancy. Making them the perfect new leaders. Except for Royalty, of course.

     

    Between the 3 races, all 3 hydrospheres are covered.

     

    The eastside has changed a bit:
    post-15884-0-34115200-1484766284_thumb.jpg

    With help of the Usanace, the Mathin have been conquered. But the eastern most colony has been turned over to the newly Enlightened Avabbian.

    Plans to conquere the Usanace remain, but currently we are waiting for the truce to run out.

     

    South:

    post-15884-0-73849800-1484766373_thumb.jpg

    The Saathid have massively expanded, using all those imigrants from our and other empires. As form that, there are the two necommers of the Othethi and Zaydran.

     

    West:

    post-15884-0-81353900-1484766471_thumb.jpg

    The Hann'Felir lost most of thier space to the wars. But are poised to take over the Hazar (in the war that the laters have started).

     

    Far South:
    post-15884-0-43402900-1484766545_thumb.jpg

    The Saiiban are a issue here. They are Fanatic Xenophobe Hegemonic Imperialists. Thanks to the 3 wars, that section of space is bleed dry of fleets. However it appears the Saiiban are winning nonetheless.

  5. Summary: A lot has happened this time.

    I resqued a species via conquest from impending annihilation.

    Bacme the protector of two others.

    Conquered the Otheti together with the Usanace, making it 3 species.

    Turned over from Oligarchy to Monarchy

     

    Leaders:
    (dead)Executive Raldim den Polosh (Blue); Industrialist, Space Miner; 2200.01.01 (48) - 2212.05.01 (60)
    (dead)Executive Birm den Rothorag (Brown); Space Miner, Architectural Sense, Develop Industiry; 2212.08.01 (55) - 2216.04.15(59)
    (dead)Executive Galdrig den Piriam (Blue); Investor, Charismatic, A New Generation; 2216.07.17 (48) - 2226.04.21(58)
    (dead)Executive Birm den Iridar (Purple); Deep Connections, Resilient, Fleet Expansion; 2226.07.20 (59)- 2239.12.21(restructure)
    (dead)Empress Birm den Iridar (Female, Purple); Deep Connections, Resilient, Fleet Expansion; 2239.12.21 (73) - 2250.06.18(83)
    Empress Modrig den Iridar (Female, Purple); Fertility Preacher, Expansionist; Hier: 2240.03.10 (21); 2250.06.18(31) -
    Crown Princess Virpim den Iridar (Female, Brown); Fortifier, Architect; Heir: 2250.07.01 (21);

    Dead Persons of Note:
    (dead)Scientist Modrig den Adasga (Purple); Voidcraft; 2200.01.01(48)-2210.01.19(58)
    (dead)Scientist Barim den Hullos (Brown); Maniacal; 2200.01.01(45)- 2214.01.16(59)
    (dead)Governor Birm den Rothorag (Brown); Tileblocker Removal; 2200.01.01(43)-2216.04.15(59) ; Executive
    (dead)Scientist Feldirm den Vathrag (Blue); Archaelogist; 2200.01.01.(41)-2222.05.20(63)
    (dead)Governor Galdrig den Piriam (Blue); Resilient;  2212.08.01 (44)-2226.04.21(58) ; Executive
    (dead)Scientist Feldirm den Hullos (Brown); Eager; 2210.01.19(41)-2231.09.18(62);
    (dead)Scientist Pendirm den Polosch (Purple); Biology; beginning 2214(39) - 2237.01.17(62); Galactic Ambitions.
    (dead)Scientist Birm den Iridar (Purple); New Worlds; 2200.01.01(33)- ; Colonyship, Planetary Unification, last Executive, first Empress
    (dead)Scientist Feldirm den Adasga (Brown); Voidcraft; 2222.05.20 (33) - 2251.01.15(62) ; Destroyers, Cruisers
    (dead)Scientist Pendirm den Adasga (Purple); Eager, Meticulous; 2231.09.18(38) - 2253.01.05 (60)


    Alive Persons of Note:

    Scientist Jargim den Piriam (Blue); Archaeologist; 2226.05.01 (33) -
    Scientist Pendirm den Piriam (Brown); Adaptable; 2237.01.17(33) - ; Xeno Leaders
    Scientist Goll (Mathin, Female, Blue); Voidcraft, Adaptable; 2243.02.22(36) - ; First Xeno Leader
    Scientist Professor Zarg (Sigma); Curator; 2249.04.11(41) - ; Curator, Colonial Centralisation,
    Scientist Gestith dol'Gilue (Otheti); Computing; 2253.01.05(39)- ;
    Admiral Rodrig den Rothorag (Purple); Resilient, Scout, Logistics; 2213.08.01(37) - ; Pirates, Probe Recovery, defeater of 3 Space Amobea Flotillas



    2227.08.01:
    Longterm Exposure to the Mharin Kharin pollen seems to induce a druglike Effect.  While this could be used to control the local population better, the longterm effects are unknown*. So expensive work has been started to eliminate the presence of the mind altering particles in the atmosphere.

    2228.08.01:
    The unstable Tectonics on Taramba Prime caused a massive Earthquak with widespread destruction and casualties. Meanwhile people were relocated to the planet, to aid in building up the Colony.

    2228.08.12
    After an intensive Investigation not only did the earthquake not cause any damage, but it also revealed quite an amount of usefull minerals. While the local population is naturally unhappy with the Earthquake, the Consortium as a while will benefit from it.


    2230.12.02:
    We made contact with a empire that just joined us among the stars. The Otheti of Krant are evangelist Zealots. They had the misfortune to reach the stellar age way to close to the Rutharian Remnant (Xenophobie Fallen Empire). So their destruction is all but assured.
    There is still one option to assure thier survivel: Conquering them, to resettle them on one of our planets. The Calam Systems has a suiteable Savanna World for these people. If done fast enough, it should even be possible to evacuate them all.

    2231.05.01:
    After the survey of the Krant System has been completed, a war of annexation has been declared before they can ask other empires for assistance.

    2231.06.11:
    War in the west:
    With a thus Far unknown Ally (League of O'Notach), the Chinnor declared war on the Moij-Huxgan. This will also draw the Hann'Felir into the conflict.

    2231.08.23:
    After a short but nontheless costly battle, the Krant space defenses have been destroyed. Now the siege can begin.

    2232.04.18:
    After a rather heavy Bombardment, Sadolic in Krant has been conquered.
    The building of the evacuation Spaceport has begun right away.

    2232.04.20:
    A report revealed that the Otheti have considerable issues with slavery being so widespread in our empire. As this was also an issue of pops that have been diverging towards miltiarism, regulated Slavery is temporarily outlawed.
    As a result, Independance Factions of former slaves have formed.

    2232.05.10:
    Surprisingly the Saathar might be willing to take in Otheti Refugees on their Desert planets. Accordingly a migration pact has been signed.

    2233.04.19:
    The construction of a Otheti Colony ship has begun.

    2235.02.27:
    Another 30 year Research Pact has been signed with the Saathar.

    2235.09.01:
    With the completion of the Colony on Calam Secundus, 95% of the remaining Othethi Population has been moved there.

    2235.10.09:
    The remaining Othethi that did not want to be relocated have been granted independance.

    2235.10.17:
    The Korinth proposed a warfare against the Mathin. While we will get the Capitol and and the youngest Colony in Hizar, they will only take the Syrma colony.
    We agreed.

    2236.07.20:
    After destorying the space port in Syrma, the fleet had to retreat as the enemy fleet is bearing down on them.

    2236.10.06:
    The fleet was intercepted before it could make the jump. The casualties before our fleet could make he emergency jump were almost equal to thiers.

    2337.12.03:
    Hizar and Syrma have both been captured, after the Usanace fleet had gone into bombardment position.

    2238.08.10:
    After the destruction of the enemy fleet and spaceport, the Seige of the Mathonis System has begun.

    2238.09.01:
    It seems the universe has it out for the Othethi. An asteroid was sighted on the way to their Calam Colony. However, the local spaceport should be easily capable to deal with it.

    2238.09.08:
    Another 10 year research pact has been made with the Curator Sigma Enclave. Meanwhile contact has been established with the Alpha Enclave.

    2239.02.14:
    Mathonis has been conquered as well. The enemy is extremly close to total surrender.

    2239.03.04:
    Thanks to extensive Biological reserach, we are finally able to accept integrated species into leadership roles. The proper Policies have been enacted.

    2239.12.21:
    Despite the Hann'Felir having made a counter-offensive, the Mathin Government surrendered. The planets have been split between us and the Usanace.
    The Elamir Sector has been formed to allow better management of the newly conquered Planets.
    The Korinth Consortium has been restructure into the "Korinth Royal Clans". The Executive Birm den Iridar has been named the first Empress.

    2240.03.10:
    Crown Princess Modrig den Iridar has been named.

    2241.07.01:
    The Chinorr/Onotach alliance made peace with thier enemies in the east.

    2241.10.14:
    The Arid planet in the Hizar system has been revealed to house a pre-FTL civilisation. The Avabbian and thier Homeworld would make exceptional additions to the Korinth Civilisation.

    2242.06.24:
    The Gulk-Furki also attacked the Hann'Felir/Moij-Huxgan aliance. Wich is already under assault by another empire and still weakened from the previous wars.

    2243.02.22:
    With Goll the first non-Mathin Scientist rose to prominence today. The Mathin Species has nearly twice the life expectancy of the Korinth.

    2243.08.07:
    Near our borders another new empire appeared. The Zaydran have the goal to evangelize the universe. However they are way to late for that. Proptetorate status has been offered to them wich they Accepted.

    2243.08.09:
    In Hizar the technological Enlightenment process has begun. Naturally this is met with discontent by the Mathin Population. Wich shocases perfectly why out interstellar intervention is nessesary.

    2244.08.19:
    We ended our long running Non-Agression pact with the Usanace. This is a preparation to our inevitable conquest.

    2244.09.01:
    We found a odd collection of Cristalline asteroids in the Nodox System, right inside Zaydran space. While htey are incredibly rich in resources, the presence of many destroyed mining stations indicates that it might not be a save place to mine.

    2245.12.24:
    A 3rd group of enemies attacked the Hann'Felir/Moij-Huxgan alliance.

    2246.04.01:
    A considerable campaign of re-education has begun on the Mathin Homeworld.

    2246.10.01:
    The Migration pact with the Saathar turned out to be a fools bargain. We only ever had people leave for thier country, instead of entering ours. Making them perpetually more powerfull, but us weaker and weaker.**
    It was canceled.

    2249.03.02:
    The Avabbian have joined us among the stars.

    2249.03.06:
    The original Mathin Colony in Hizar has been transfered to the Avabbian. Hopefully they will be able to better convert the Mathin to a more amiciable state. A few sizeable Korinth population was also transfered.

    2249.04.11:
    We hired Professor Zarg from the Curator Sigma enclave.

    2249.09.01:
    Our concerns regarding the Nodox Systems have been confirmed. They seem to be infested by a hyper-agressive alien hive speices. And they are less then happy with the colonistation of thier territory.

    2249.09.20:
    The first of the attackers made peace with the MH/HF alliance. That is two wars still running, with one going quite well for the defenders.

    2250.06.18:
    The 1st Empress died today at age 83. The Heiress takes the throne.

    2251.07.20:
    The MHHF Alliance has ended the 2nd of thier 3 wars. Leaving only the 3rd one against the Hazar, wich is going quite well for them.


    Note:
    *I know it is a questchain were the bonus and penalties even out in the end. But not really worth it.

    **Under pacifist rule the chance to have high happiness is bigger.

  6. Political Situation 2216:

    Using the resources from the FE and while carefully avoiding the Space Amobea in the system, I took two large systems (20 and 25 size respecitively) to the South:

    post-15884-0-62494600-1484660837_thumb.jpg

    Those should pay for themself quickly.

     

    The east is Complicated:
    post-15884-0-72535900-1484660957_thumb.jpg

    The Mathin (HI; Collectivist, Xenophobe, Militarist) are Rivaling Me, my Saathar Ally, the Usanace and the Gurk-Furki; While having a defense Pact with the Hann'Felir.

    The Usanace (Honorbound Warriors) are rivaling my Saathar Ally, the Mathin and the Gurk-Furki. While also having a Defense pact with the Hann'Felir.

    Both are my inteded near goals for conquest. As soon as I got some Ethics Divergence under my belt to convert them. Between Xenophobia and hate for being enslaved they could become quite the issue if I can not covert them.

     

    To the west there is a lot of actors:
    post-15884-0-24644300-1484661212_thumb.jpg

    The Saathar (Federation Bulder; Fanatic Xenophile, Pacifist) have a Defense Pact with me and the Gulk-Furki.

    The Gulk-Furki (HI, Fanatic Individualist/Xenophbe variant) are teh big player to the west. I guess they are the reasons from most defense pacts being formed.

    The rest is more Hemegemonic Imperialiss, with exception of the Chinnor (Erudite Explorers. Individualist, Fanatic Materialist).

     

    Shorterm Goal:
    Take over the Mathin, then Usanace. But again, the coversion might be an issue. But I just unlocked Visitor Centers, so at least the Mathin Xenophobia would be manageable.

     

    Mid to longerterm goal:

    Later take over to the west, but leave the Saathar be for the time being. I am thinking about Vassalizing them later, to make some Pacifist/Fan Xenophile Liberations later. Such people would make excellent Tributaries once I reached my maximum expansion.

  7. Summary: 2 more Fallens. A lot of Rulers. A gift from an Old Friend and a minor bunch of new enemies appeared.

     

    Leaders:
    (dead)Executive Raldim den Polosh (Blue); Industrialist, Space Miner; 2200.01.01 (48) - 2212.05.01 (60)
    (dead)Executive Birm den Rothorag (Brown); Space Miner, Architectural Sense, Develop Industiry; 2212.08.01 (55) - 2216.04.15(59)
    (dead)Executive Galdrig den Piriam (Blue); Investor, Charismatic, A New Generation; 2216.07.17 (48) - 2226.04.21(58)
    Executive Birm den Iridar (Purple); Deep Connections, Resilient, Fleet Expansion; 2226.07.20 (59-

    Dead Persons of Note:
    (dead)Scientist Modrig den Adasga (Purple); Voidcraft; 2200.01.01(48)-2210.01.19(58)
    (dead)Scientist Barim den Hullos (Brown); Maniacal; 2200.01.01(45)- 2214.01.16(59)
    (dead)Governor Birm den Rothorag (Brown); Tileblocker Removal; 2200.01.01(43)-2216.04.15(59) ; Executive
    (dead)Scientist Feldirm den Vathrag (Blue); Archaelogist; 2200.01.01.(41)-2222.05.20(63)
    (dead)Governor Galdrig den Piriam (Blue); Resilient;  2212.08.01 (44)-2226.04.21(58) ; Executive
    Scientist Birm den Iridar (Purple); New Worlds; 2200.01.01(33)- ; Colonyship, Planetary Unification, Executive


    Alive Persons of Note:

    Scientist Feldirm den Hullos (Brown); Eager; 2210.01.19(41)-
    Scientist Pendirm den Polosch (Purple); Biology; beginning 2214 (39) -
    Scientist Feldirm den Adasga (Brown); Voidcraft; 2222.05.20 (33) -
    Scientist Jargim den Piriam (Blue); Archaeologist; 2226.05.01 (33) -
    Admiral Rodrig den Rothorag (Purple); Resilient; 2213.08.01(37) - ; Pirates, Probe Recovery.




    2214.01.29:
    Galacto-Political Situation as following:
    Mathonis in Dispute with us (Korinth) and Usanace.

    We allied with Saathar.
    Usanace in Dipuste with Saathar.

    Gulk-Furki in Dispute with us, but NAP with Saathar.
    Hann-Felir NAP with Saathar.

    2214.02.05:
    Buildup of Fleet completed. 10 Corvettes are ready to search and destroy the pirate base.

    2214.05.23:
    Algorab contains both one of our missing Sublight probes and the pirate base.

    2215.10.09:
    The Fleet has reached the maximum affordable amount for now. The search for the missing sublight probes will now begin in earnest.

    2216.04.15:
    Executive Bim den Rothorag died. Birm den Iridar and Galdrig den Piriam are elible.

    2216.04.29:
    Getting the first 2 probes was not an issue, but the 3rd appears to be in some kind of mobile subspace anomaly.

    2216.05.06:
    The Saathar signed a Defense pact with the Gulk-Furki.

    2216.05.13:
    The Zum Forerunners gifted us a massive amount of resources.*

    2216.05.24:
    Using the gifted energy, we singed a Reserach Assistance pact with the Curator Enclave. A colony in Rint Beekun has been ordered.

    2216.07.17:
    Galdrig den Piriam has been Elected as ruler.
    The mobile Subspace Anomaly has been defeated and the probe recovered.

    2217.05.13:
    The Colonyship has been build, but the colonsiation has been canceled. There might be better planets to conquer.

    2217.10.16:
    Callam will be the target for our Colonyship. While it is not ideal class, it's size is massive. And there are 2 additional planets in the system.

    2217.12.18:
    We ran into another Fallen Empire: The Shantari Archivists.

    2219.07.01:
    Callam Prime has been colonised.

    2222.05.26:
    With the Ruutharian Remnant a 3rd Fallen Empire has been found. They warned us taht no colonisation in nearby systems will be tollerated.

    2222.06.15:
    The Taramba System turned out to be only slighly less interesting as Calam. A colonyship will be send, as soon as the resources have been gathered.

    2223.04.01:
    The Colonisation of Taramba has been ordered.

    2225.08.01:
    Taramba Prime has been established.

    2226.04.21:
    Executive Galdrig den Piriam died. Birm den Iridar is the only eligible candidate.

    2226.07.01:
    Another round of Curator Reserach Assistance has been aquired.

    2226.08.01:
    The pollen of a Planet Family on Taramba Prime - most noteable member is called "Mharin Kharin" - show astounding chemical properties. A Project has been initiated to properly understand the plant.

    2226.12.09:
    Upon closer inspection, the pollen of those plant species turned out to be rather dull. They are not worth being exploited as strategic or luxury resource.


    Notes:
    *In large part, that was what I designed this empire for. Patronizing FE can give gifts. Stuff like Resources. Or a few surplus ships. And between Fanatic Xenophilia (my end), Fanatic Xenophilia (thier End) and a Charismatic Leader I should stay in that state forever.

  8. Summary: Found the Xenophile Fallen. And 2 additional empires. Defeated 1st space pirate fleet.

     

    Leaders:
    (dead)Executive Raldim den Polosh (Blue); Industrialist, Space Miner; 2200.01.01 (48) - 2212.05.01 (60)
    Executive Birm den Rothorag (Brown); Space Miner, Architectural Sense, Develop Industiry; 2212.08.01 (55) -

    Dead Persons of Note:
    (dead)Scientist Modrig den Adasga (Purple); Voidcraft; 2200.01.01(48)-2210.01.19(58)
    (dead)Scientist Barim den Hullos (Brown); Maniacal; 2200.01.01(45)- 2214.01.16(59)


    Alive Persons of Note:
    Governor Birm den Rothorag (Brown); Tileblocker Removal; 2200.01.01(43)- ; Executive
    Governor Galdrig den Piriam (Blue); Resilient;  2212.08.01 (44)- ;
    Scientist Feldirm den Vathrag (Blue); Archaelogist; 2200.01.01.(41)-
    Scientist Birm den Iridar (Purple); New Worlds; 2200.01.01(33)- ; Colonyship, Planetary Unification
    Scientist Feldirm den Hullos (Brown); Eager; 2210.01.19(41)-
    Admiral Rodrig den Rothorag (Purple); Resilient; 2213.08.01(37) - ; 1st Pirate Incursion


    2205.02.22:
    A 30 Year Reserach Agreement has been Signed with the Saathar.

    2205.05.21:
    To our north, We found a Giant.
    The "Zum Forerunners" are a Fallen Empire, dedicated to Observing us "Younger Species". They allowed us unhindered Access to their Space and seem to be extremly Amiciable of our Cause and people.

    2205.10.15:
    The Mathin Government jsut declared us thier Rival. We followed suit.

    2206.02.01:
    Work on our First Colonyship has begun. The target will be the Ellamir System.

    2208.06.15:
    After discovering 2 More imperialistic Empires to thier east, we signed a Mutual Defense Pact with the Saathar.

    2208.07.01:
    Ellamir Prime has oficially been opened for widespread immigration and resettlement.

    2209.03.04:
    Thanks to additional Resettlement, Ellamir Prime has reached the population nessesary to be transforemd into a proper Colony.

    2212.05.01:
    The Executive Died. Khellzakka#s Governor Bim den Rothorag is the only Contender for the post.

    2212.08.01:
    As expected, Bim den Rothorag has been named Executive. he is not expected to life much longer, however.

    2212.09.01:
    The Usanace declared the Saathar thier Rival. Wich means they will now also be nt-amiciable towards us and might assault us in the Future.

    2212.09.13:
    A large buildup of our Spaceforces has been ordered. We should be able to at least double our Military strenght.

    2212.11.12:
    The Zum Forerunners just demanded a large amount of our Citizens for the "Species Preservation Programm". As we are no military match for them and want continued good relations, we relented. Our population is highly unhappy about that choice.

    2213.06.06:
    With our now Expanded deep space infratructure, a Space Piracy Ground has formed.

    2213.10.18:
    The first Pirate incursion has been swiftly defeated.

     

     

    Finding the Fallen:

    post-15884-0-10640100-1484545402_thumb.jpg

    They should be a considerable help, as they are liable to give me gifts - like say a Battleship of thier design.

     

    The Galaxy as a whole:

    post-15884-0-25441200-1484545446_thumb.jpg

  9. Summary: Met 3 nearby empires.

     

    Leaders:
    Executive Raldim den Polosh (Blue); Industrialist, Space Miner; 2200.01.01 (48) -

    Persons of Note:
    Governor Birm den Rothorag (Brown); Tileblocker Removal; 2200.01.01(43)-
    Scientist Feldirm den Vathrag (Blue); Archaelogist; 2200.01.01.(41)-
    Scientist Modrig den Adasga (Purple); Voidcraft; 2200.01.01(48)-
    Scientist Birm den Iridar (Purple); New Worlds; 2200.01.01(33)- ; Colonyship,
    Scientist Barim den Hullos (Brown); Maniacal 2200.01.01(45)-


    2200.01.01:
    Khellzakka (Khell System) is situated in the North/Eastern Quadrant of the Universe.

    2200.06.02:
    We found signs of a Ancient Precursor Civilisation: The Irassian Concordat.

    2200.10.15:
    Preliminarly Expolration of the nearby Systems revealed two highly Habitable Planets:
    Ellamir (23) and Rint Beekun (12).
    However we also found signs of another Spacefaring empire directly to our East!

    2201.09.08:
    We found yet another empire to our West.
    The both Empires are Ocean and Arid dweller respecitvely. While no direct conflict for habitable planets will take place, thier closeness is still troublesome.

    2204.02.02:
    We made contact with the eastern Empire. The Saathid government is Very Open to Diplomatic interaction and pledged interest in Migration treaties, as soon as we have suiteable colonies.

    2204.02.04:
    A Non-Agression pact was signed with the Saathid.

    2204.07.24:
    There was a old Project of Sublight Exploration Probes. In retrospect the data we included in those probes might be problematic. We are comitted to hunt down the probes.

    2204.08.02:
    We contacted the Western Mathin Empire. They are Xenophobic and expansionistic. Exactly the kind of Irrationally we feared to find among the stars. There will be little choice but to fight them, sooner rather then later.

    2205.02.02:
    We made contact with the 3rd Little Empire in our Corner of Space. The Usanace are Honorbound Warriors.

     

    post-15884-0-67515000-1484539394_thumb.jpg

  10. With the next big Update (Banks/1.5) still being a bit of a time out, time to start another odd Empire.

    There is a kind of "Fallback Personality", called "Hegemonic Imperialist". Basically any "agressive Conqueror" that does not fall into another category. The thing is, there are rare cases when both Xenophilia and Individualism can fall into it.

    The Korinth are such a case: Collectivists/Fanatic Xenophilia. Wich results in "Hegemonic Imperialists".

     

    Backstory: I figured they had some kind of past with Fanatic Xenophobia born from Individualism. So they went all out for Xenophilia, "if you want it or not". Once in contact with other Species, they realised those had the same tendencies as they used to have. So they decided to conquer the Galaxy. "For it's own good".

     

    Species Traits:
    Extremely Adaptive, Charismatic, Short Lived, Weak, Slow Learners.

    In short they have Terrible leader aside from Diplomacy. Wich should be easily compensated for with Xeno-Leaders.

     

    AI Personality traits:
    As Hegemonic Imperialists, this is what they should be willing to do:

    Conqueror (Conquer planets from other empires)

    Infiltrator (Infiltrate primitives)

    Opportunist (Attack someone already embroiled in war)

    Robot Exploiter (Use robots for menial labor)

    Slaver (Enslave pops)

    Subjugator (Vassalise other empires)

     

    Personally I would also add Uplifter, Migrator and Multispecies even if that is not normally in line with HI Personality.

     

    post-15884-0-15386500-1484535558_thumb.jpg

    I choose that species, because it reminded me of tha Opera Singer from "The 5th Element.", wich was propably why it was added as a stock portrait.

  11. Technically you don't lose any Action. You just used one early to take a Defensive Action (IIRC you can do more that just dodge, I believe you could move your MP around, Skill levels and then make a defensive manuver)

    While we often call it "aborting to [Maneuver X]", the proper terminology is "aborting to your next phase".

    You can do everything you could do in a phase in the same segment, provided the GM deems it "defensive" and the actions are not mutually exclusive (like Block, Dodge and Dive for Cover).

     

    You can totally swap a Multipower around and Dodge using one aborted phase.

    However that does still cost you the aborted phase. You only want to do it if you planned to abort anyway (for the defense maneuver bonus) or you really need those defenses back up (at wich point putting them into a MP is propably a poor trade).

  12. Even with the precogs, the odds of running into one are basically zero at any point. But the shields, I would want the shields as an option, but I could totally get behind the origins of the fremen type story you are talking about. Lots of knife duels, conflict of groups, riding worms into battle.

    I thought you did not want to open any can of worms? Now you are grabbing for the Dusbowl full of them :)

     

    If you need a refresher on the technology, here is something:

    https://en.wikipedia.org/wiki/List_of_technology_in_the_Dune_universe

     

    Overall with Computers being forbidden Dune has quite the "mystical" properties.

    Gholas. Mentats. Axlotl tanks. Bene Geseret. Nobody but the crafters know how to make it. Kind of like magic items.

    A lot of the stuff is transmited via Genetics, making Bloodlines relevant.

  13. The Platte River is not a navigable waterway; it would barely qualify as a stream Back East. It had very little impact on Denver's founding or economic growth other than as a source of fresh water. Well, that and flooding the town every 5-10 years.

     

    The shot they cut to of the city view with the light rail in the foreground is definitely Denver; 14th & Stout to be precise. I live 2 miles from that intersection. :)

    I pretty sure they did not mean Denver in particular, just using some "Stock Footage of a City crossing", not bothering from where it came.

    It was not actually mentioned as one of the "largest cities in the world". Indeed it is only place 19 in the US, with the American continent only having 2 of the 15 largest.

     

    Denver was mostly founded as gold miner town in 1858. As such international transportation access was not the main concern. And they propably had acceptable access to the transcontinental Railway, so there goes the problem of moving stuff. So if anything there were referencing Denver in the part that followed - Resources.

  14. Interesting. My wife the city planner could give you a lengthy rant about just how badly they've oversimplified a very complex subject. And they overstate an awful lot of their points. ("Cities must have..." rather than "It's generally beneficial for cities to have..." and so on.)

     

    But for gaming purposes, yeah close enough. ;)

     

    When researching my 11th Century historic fantasy game, I was struck at just how little "wilderness" there was in Europe & the near east even in the Dark Ages. Walk in any direction for a day and there'll likely be some sort of town nearby, especially if you're following roads. Not much need for camping out.

     

    FYI, the stuff about Eurasia having an advantage from being oriented horizontally instead of vertically comes straight out of Jared Diamond's book "Guns, Germs & Steel." (Tho IIRC, Diamond didn't originate the idea, just popularized it.)

     

    One thing I did find pretty humorous in the video tho was that immediately after talking about how cities can't survive without water access, their very next shot (@ 6:17) was of Denver. :rofl: But the overall point is valid.

    Of course it is over simplified. It is a Video of Youtube, not "a complete City planning education in 10 minutes".

     

    Denver also does have "Direct water access". It is literally in a River Valley:

    https://en.wikipedia.org/wiki/South_Platte_River

    I think there might be a mixup between fresh water and water for transportation access.

    Direct Freshwater was still a requirement last century. But with railroads and roads, this is no longer true for transportation purposes.

     

    Edit:

    There is no mention of Denver at 6:17.

  15. Another thing to consider, is, in a game with precognitive abilities, you will have their opposite.

     

    If the master villain knows an enemy can see into the future, how will he or she respond? A powerful magical item at their keep to prevent scrying into it? Having their base located completely outside of the timeline?

    I only ever watched the movies, but there is counter-technology like this in Dune:

    https://en.wikipedia.org/wiki/List_of_technology_in_the_Dune_universe#No-chamber.2FNo-ship

  16. The Dec. 2016 issue of Scientific American features an article about more new discoveries about the formation of the Solar System. As the author notes, 20 years ago we had a clear and simple model of planet formation: In the course of a few hundred million years, a spinning disk of dust and gas condenses into dust bunnies, then pebbles, boulders, planetesimals and planetary embryos, that finally consolidate into planets. Thanks to studies of exoplanetary systems, accretion disks around other stars and new techniques for very precise measuring of isotopes and magnetic fields in meteorites, that stately picture is now dead.

     

    The author recounts new evidence that a lot of early planetesimals generated enough internal heat for their insides to melt, segregate and even generated their own magnetic fields. (Radioactive aluminum-26 is proposed as the chief heat source.) Along the way, it looks like the entire process of planet formation took less than 10 million years. In fact, planetesimals with liquid iron cores might have formed in only 500,000 years.

     

    The article concludes with a proposed mission to asteroid Psyche, a big nickel-iron asteroid that may be the stripped-off core of one such planetesimal.

     

    Dean Shomshak

    Okay, AL-26 sounds interesting. It has a half life of about 70.000 years and only cosmic radiation hitting magnesium is likely to produce more. Wich means you can use it to "Carbon Date" asteroids

    The relatively short halflife combined with Magnetic Fields preventing it's existence, means that AL-26 might delay the formation of planets quite a bit (if it is indeed the souce of the heating). But as a result it will not actually hinder it forever (as the magnetic fields+decay will result in stopping to exist).

  17. So, I have a question about this. Barring G.M. intervention, why would you ever not put resistant P.D. and E.D in a multipower together? They definitely similar enough to be considered viable for a multipower concept (rock character's tough body, flame character less tangible and more resistant to energy, etc.). Yet so often I see characters examples paying full price for both.

     

    I see the Defense Powers section in 6E1 using Resistant P.D./E.D. in a multipower, and have found nothing to the contrary as yet. Am I missing something, or is this purely meant for game balancing reasons?

    Yes, it is legal to put your Defense Powers into a Multipower (the rare defenses that count as Special Powers excluded[with a possible exception if you buy them Resistant]).

    However, it is not wise:

    - While switching Slots in a Multipower is a action that takes no time, you still can only do it once per phase. I am not sure if you could do it after an attack (asuming you switched slots last phase).

    - You can abort (in the next segment) after an attack. And while aborting your action, you can flip and activate the MP Powers again. But that costs you an abort so it is not realy a valid tactic if you want to save points.

    - If you plan on having the powers always selected - then what exactly do you save?

    In order to have 10 AP of Defense Powers active, you need a 10 point higher reserve then you would without that power. Or 10 points less of other powers selected. PLUS the 2/4 Points for having that Defense Power slot. Even if you put a -1/2 Limitation on the MP reserve, that is still 7+2 = 9 points paid.

  18. In a game with Mind Control I can see a character with defenses that are Always On (-0) getting some of the value that would otherwise require Inherent.

     

    Example:  Brainiac 5 of the Legion of Superheroes has a force field belt that provides defenses comparable to those of Kryptonians and Daxamites.  Saturn Queen can use Mind Control to force Brainiac 5 to turn off the belt.  She can't do the same with Superboy or Mon-El.

     

    HM

    There are simply cases where you should technically buy "Inherent" or "Always On"". But do not bother, because it does not affect the average game that much.

    I mean, how the heck is it negative if you can not turn off your persistent defenses? How the heck is it positive, if the question does not come up?

    In both cases it would be a +0 or -0. And I do not bother writing a lot of -0 or +0 stuff down.Why would I, that would just make the sheet more complex.

     

    The 0th rule of any Power Modifier value is:

    "This asumes a certain standart scenario in a standart game."

     

    That "hacking people to turn off thier powers" question, really just deviates for that standart game.

    You just create a setting in wich being (mentally) forced to turn off a power, would be a weakness that can be regularily exploited*.

    So not being able to turn off your power, suddenly turns out ot be more off a benefit. It shifts the whole "Always On" Power Modifier more towards positive effect (Advantage) and away from a Negative Effect (Limitation). In a scenario where it was a minor limitation to -0 Limitation to begin with.

     

    The first question for mental powers is always "what level of EGO+ did you archieve?"

    If you got Ego+30, you can totally force a person to torture thier soulmate to death, or something comparable he is "Violently Against".

    Turning off your defenses in a fight (wich presumes there is a enemy that tries to hinder him) to save said loved one, would be equally something he was "Violentely Against". Same if he knew (or was convinced) said loved one migth become suicidal if he dies/is defeated.

    Turning off your defenses when there is no perceived threath, that would be a EGO+0 or EGO+10, maybe.

     

    Casting multiple times on the same person (like a Mental Illusion to make him think there is no danger, then MC to turn his powers off), should follow the existing rules for "Complimentary Mental Powers". The actuall situation is quite different from what the Mental Powers try to get him to act on. And I do not have the exact rules in my head.

     

     

    *Especially true if a Player has this ability. Nothing shifts the "average scenario" as much as a player power. Rewriting every villain sheet to: 1) "Have that advange" and 2) "reduce points elsewhere to afford it" would be too much of a hassle, really. And unless the villain appears more then one time, there really is no point for it.

    If this is a villain power and he does not come up more then once, why bother writing it down on the player side either?

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