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EmperorGrimm

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Master of Worlds - A Space Opera Strategy Game

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Welcome to Master of Worlds, a strategy/simulation set in a space opera setting. As the leaders of interstellar civilizations in an isolated arm of the galaxy you all will guide your polities to glory or destruction. You can pursuit any goals you wan't really as long as its entertaining and not powergaming. Humans can exist in this universe or not, Earth and Sol do not exist however. Multiple polities can have the same races but separate histories.

IRC Channel

Link: Coldfront
IRC: #Grim
Instructions:
1-Go to coldfront.net
2-Choose if you're using the flash ap or the java app.
3-Create a screenname
4-The page auto adds you to the #coldfront channel, which is displayed at the list on the left side of the screen. Close that
5-In the command box down below type /join #Grim Games
6-You're in and ready to chat

How To Play
You will first need to create your polity which can be anything you want it to be if it conformed to a few rules. All you need to provide is a name, four positive attributes, and your government system. Your stats will be assigned to you once after I read your sign-up posts and rolls. All sentient species are humanoid following the law of Optimal Form for self-aware intelligence. Insectoids are the only non-humanoid species known and are not playable.

SIGN UPS ARE ALWAYS OPEN.

Your Positive Attributes

Players may include 3 positive attributes for you polity. I will roll to see if you will be approved for the attribute or not. Powergaming is frowned upon in Master of Worlds.
There will be a bonus roll for an extra positive attribute as well.

I will also come up with the same number of negative attributes and roll to see if you will receive them. There is a bonus roll for negative traits as well. Your positive traits can effect everything about your stats, some may effect many and others only one stat. Strong roleplay is encouraged.

Example of a Positive Attributes:

3 Civilizations Contacted (I will provide your contacts :])

OR

Popular Government (definitely a good popularity rating but also may affect power distribution and so forth)

Your Government System

This is up to you completely but you can't have the best of both worlds or powergame. For example you can't have a democracy without some dissent or a despotism with a flourishing culture. I will be here to balance things out of course.

Stats

Polity Name:
Government System: Despotism
Positive Traits:
Negative Traits:
Stability: 5/5 (1 is bad, represents level of civil discontent)
Technology Level: 2/10 (represents degrees of technological power, first 8 levels within the subspace spectrum, improving your tech level improves several of your stats)
Popularity: 2/5 (represents the popularity of your leadership, 1 is bad)
Cultural Influence: 15/100 (represents the influence of your culture on npcs and populations, influence boosts your income from commerce and make sit easier for you to instigate uprisings in enemy territory or make friends with npcs)
Internal Uprisings: n/a
Population: 9,000,000,000
Alien Policy: Resettle
Colonization Rate: 1 system/3 turns
Exploration Rate: 1 system/1 turn 9all systems must be explored before colonizing)
Power Distribution: 10%/20%/70% (proles/uplifts/elites, represents the distribution of power within your polity)
Conciousness: disillusioned slaves/happy to be alive/arrogant (proles/uplifts/elites, represents general mood of the classes)
Military Level: 5/10 (represents the quality of your forces)
Space Ports: 0/2/3 (large/medium/small, turn bases=5/3/2, base x tech lvl = ship slots available used for construction, ship production is every turn)
Espionage Level: 3/10 (represents the quality of your intelligence agents, 1 is bad)
Command Ships: 2 (serves as a focal point for communication and datafeeds during fleet operations, 1 command ship can manage 5 capitals/1 carriers/10 lightships/5 transports times tech level)
Capital Ships: 10 (your primary warships equiped with heavy energy draining weapons for long range use)
Carriers: 3 (lightly armed and holds your fighters, each carrier holds 200 fighters as its base)
Light Ships: 23 (everything else you have such as frigates, destroyers, et cetera)
Transports: 5 (a transport holds a base of 50,000 marines or troops)(base timestech level=number of troops you can hold.
Planetary Troops: 22,000,000 (regulars and militia)
Marines: 9,000,000 (your elite troops)
Yearly Income: 12,000,000,000 credits/-18,000,000,000 (plus/minus=balance)
Yearly Balance: -6,000,000,000 credits
Resource Wealth: +2,300,000 tonnes/ -1,500,000 )(plus/minus=balance)
Post-Resource Utilization: +800,000 tonnes
Goods and Services: +400,000/-350,000 (plus/minus=balance)
Star Systems: [1] Luta (wealthy/abundant)(represents goods and services/represents resource wealth)


Your Fleet

Even though you may advance a tech level you must still retrofit your fleet to that tech level. Retrofitting is simple, you simply need your forces inside your polity's territory for one turn to have it done. During war this rule still applies if you're fighting within your polity.

War Events

All sides will compete with their number of ships, tech level, and military level. Who ever has the highest wins a round. Two rounds out of three will win you the battle and if you roleplay well enough you can receive a fortune roll if you're losing. The fortune roll represents variables such as a genius strategy working or a heroic sacrifice that wins you the battle. This is rewarded for good roleplay.

Turn Updates
Stats
Events
 
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How The Universe Works

In our game universe there are no such things as singularities although with enough resources one could replicate certain aspects of a singularity setting. All interstellar civilizations possess at least the rudimentary level of subspace required to make jumps and maintain colonies beyond the homeworld.

Subspace Physics concerns a range of minerals that enable effective merging of different kinds of subspace particles. You can make up all the technobabble as long as it isn't powergaming. Remember that certain projects can cost incredible amounts of resources and money.

Faster Than Light travel is circumvented by the creation of subspace corridors to another location in a completely different area of space. Making a jump can destroy most ships which is why jumpgates are constructed that take on the burden of creating a corridor. In our subspace universe, stars can only support corridors if they share similar levels of subspace energy between one another.

At the start of the game players can be larger than one another or richer or whatever but not by much. This is the beginning of the interstellar age in an area of the galaxy that hasn't been affected by forces outside of the game map.

By default nobody knows one another exist but this can be changed with your positive attributes.

Game Notes

Base Maintenance

The numbers below will represent your purchase/construction costs the first turn. Each turn the numbers below will be your maintenance costs.

Planet Troops: 1 mil per 1 mil troops
Marines: 5 mil per 1 mil marines
Capitals: 10 mil per 1
Commands: 50 mil per 1
Transports: 1 mil per 1
Carriers: 5 mil per 1
Lights: 2 mil per 1
Jumpgates: 250,000,000 per 1

How The Game Will Start

Once everybody has their stats taken care of I will post Turn 1. Each turn I will post an Activity Update concerning the results of everybody's orders. I will also post an update of the stats and a ranked list concerning certain categories.


The Star Map

starmap_2013.png
 
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Player Stats

Player Stats

Polity Name: Confederation of Hemilta
Player: Bakerydog
Government System: Federal Council
Leadership: need rp for this please
Positive Traits: Armed Populace (-50% planetary troop maintainence), Strong Military Tradition (large starting fleet and army, +1 military level at start)
Negative Traits: Poor Cooperation Between Districts (max stability=4 until more centralized state comes into existence), Military Interference (although the military is quite loyal to Hemilta they take a vested interest in politics, this means there is an increased risk for coups and greater demands made by the military periodically), Uplifts Pro-Centralization (most uplifts want a more centralized government, preferably a true federation)
Stability: 3/5
Technology Level: 1/10
Popularity: 3/5
Cultural Influence: 50/100
Internal Uprisings: n/a
Population: 900,000,000
Alien Policy: Acceptance
Colonization Rate: 2 system/3 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 30%/30%/40%
Consciousness: indifferent/reform minded/conservative
Military Level: 2/10
Space Ports: 0/1/2
Espionage Level: 1/10
Command Ships: 2
Capital Ships: 10
Carriers: 5
Light Ships: 20
Transports: 5
Planetary Troops: 300,000,000
Marines: 10,000,000
Yearly Income: 1,080,000,000 credits/-1,605,000,000
Projects: 2 jumpgates (-500,000,000 for 2 turns), improved colonization rate (-30,000,000 crds)
Yearly Balance: +710,000,000
Resource Wealth: +200,000,000 tonnes/ -150,000,000
Post-Resource Utilization: +50,000,000
Goods and Services: +80,000,000/-50,000,000
Commercial Balance: +30,000,000
Star Systems: Sepis Major (moderate/abundant)
Contacts: n/a

Polity Name: Hroth Emergency Union
Government System: Oligarchy
Leadership: Council of Shahs
Positive Traits: Martial Tradition (+1 military lvl), Unifying Religion (+1 stability perm)
Negative Traits: Growing Slave Discontent (every three turns a major slave revolt is possible)
Stability: 5/5
Technology Level: 1/10
Popularity: 4/5
Cultural Influence: 50/100
Internal Uprisings: n/a
Population: 2,500,000,000
Alien Policy: Resettle
Colonization Rate: 1 system/3 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 10%/20%/70%
Consciousness: desperate/frustrated/tyrannical
Military Level: 2/10
Space Ports: 0/1/2
Espionage Level: 1/10
Command Ships: 3
Capital Ships: 10
Carriers: 5
Light Ships: 20
Transports: 10
Planetary Troops: 600,000,000
Marines: 30,000,000
Yearly Income: 2.630,000,000 credits/-805,000,000
Projects: ship construction (-55,000,000 crds)
Yearly Balance: +1,880,000,000
Resource Wealth: +250,000,000 tonnes/ -150,000,000
Post-Resource Utilization: +100,000,000
Goods and Services: +80,000,000/-50,000,000
Commercial Balance: +30,000,000
Star Systems: Shadar (moderate/abundant)
Contacts: n/a

Polity Name: Technate of Solon
Player: Deagheidh
Government System: Social Technocracy
Leadership: Central Planner
Positive Traits: Biomechanical Supremacy (+1 tech lvl at start, +50% economic efficiency at start), Enhanced Environmental Adaptation (-2 turns in your colonization rate, -50% colonization expenses)
Negative Traits: Divergent Protocols (although communication is highly efficient and your people are linked together directly, there is a faction calling for reinstalling imagination and emotions into the mainstream, max popularity=3 until crisis is resolved), Poor Communication Ability (max cultural influence=10 until your system changes)
Stability: 5/5
Technology Level: 2/10
Popularity: 3/5
Cultural Influence: 10/100
Internal Uprisings: n/a
Population: 1,200,000,000
Alien Policy: Eradicate
Colonization Rate: 1 system/1 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 20%/20%/60%
Consciousness: mindless drones/self-aware servants/efficiency at all cost
Military Level: 1/10
Space Ports: 0/1/1
Espionage Level: 1/10
Command Ships: 1
Capital Ships: 3
Carriers: 1
Light Ships: 5
Transports: 1
Planetary Troops: 100,000,000
Marines: 1,000,000
Yearly Income: 2,295,000,000 credits/-216,000,000
Projects: species removal (-10,000,000 crds)
Yearly Balance: +1,249,000,000
Resource Wealth: +1,150,000,000 tonnes/ -600,000,000
Post-Resource Utilization: +550,000,000
Goods and Services: +50,000,000/-20,000,000
Commercial Balance: +30,000,000
Star Systems: Epsilon Prime (poor/moderate), Pestia (moderate/abundant), Zircon (moderate/abundant)
Contacts: n/a

Polity Name: V.O.C. Trade Empire
Player: Ranger500
Government System: Elected Monarchy
Leadership: waiting for rp on this
Positive Traits: Loyal To The Empire (more difficult to lose popularity and stability), Trade Power (star systems more likely to be wealthy, double starting goods and services)
Negative Traits: Cultural Arrogance (fortune rolls are harder to win, impossible to accept or assimilate aliens until system is changed), Xenophobic (must eradicate or enslave aliens, alien relations always terrible at start, -20 cultural influence at start but no barriers), Fractured Aristocracy (struggles and politicking over the throne involves murder, blackmail, intimidation, max stability=3)
Stability: 3/5
Technology Level: 1/10
Popularity: 5/5
Cultural Influence: 30/100
Internal Uprisings: n/a
Population: 1,800,000,000
Alien Policy: Enslave
Colonization Rate: 1 system/3 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 10%/20%/70%
Consciousness: impoverished and powerless/wealthy and content/ambitious
Military Level: 1/10
Space Ports: 0/1/1
Espionage Level: 1/10
Command Ships: 1
Capital Ships: 3
Carriers: 1
Light Ships: 5
Transports: 1
Planetary Troops: 100,000,000
Marines: 1,000,000
Yearly Income: 2,000,000,000 credits/-301,000,000
Projects: -50,000,000 crds to expand its exploration fleet, research project for tech lvl 2 (-50,000,000 crds per turn for 3 turns for +1 tech lvl)
Yearly Balance: +699,000,000
Resource Wealth: +250,000,000 tonnes/ -100,000,000
Post-Resource Utilization: +150,000,000
Goods and Services: +60,000,000/-10,000,000
Commercial Balance: +50,000,000
Star Systems: Tanal (wealthy/abundant)
Contacts: n/a

Polity Name: The Assorted Scales of Kalkorak
Player: Deathknight15
Government System: Tribal Dynastic Confederation
Leadership: The First Scale
Positive Traits: Honorable Traditionalists (most potential civil wars are settled between individuals and group without interfering with the state, +1 stability and popularity regardless of what happens in game), Exceptional Gengineers (+50% population growth, -1 turn for colonization rate)
Negative Traits: Static Society (political and social changes will most likely cause severe civil discontent, all gains in cultural influence cut by -50%)
Stability: 5/5
Technology Level: 1/10
Popularity: 5/5
Cultural Influence: 20/100
Internal Uprisings: n/a
Population: 2,600,000,000
Alien Policy: Acceptance
Colonization Rate: 1 system/2 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 10%/30%/60%
Consciousness: content/loyal to the state/honorable
Military Level: 1/10
Space Ports: 0/1/2
Espionage Level: 1/10
Command Ships: 1
Capital Ships: 3
Carriers: 1
Light Ships: 5
Transports: 1
Planetary Troops: 100,000,000
Marines: 1,000,000
Yearly Income: 2,800,000,000 credits/-251,000,000
Projects: -50,000,000 crds for 3 turns per turn to upgrade their tech lvl.
Yearly Balance: +2,600,000,000
Resource Wealth: +250,000,000 tonnes/ -100,000,000
Post-Resource Utilization: +150,000,000
Goods and Services: +60,000,000/-10,000,000
Commercial Balance: +50,000,000
Star Systems: Naram (wealthy/abundant)
Contacts: n/a

Polity Name: Federated Syndicates of Xiryeon
Player: Culise
Government System: Democratic Syndicalism
Leadership: Prime Councillor Talas Versignan
Positive Traits: Expert Engineers (+20% resource wealth at start and whenever a system is colonized, +20% goods and services per turn), Resource Efficient (-20% military maintenance), Communal (stability rolls harder to lose), Subterranean Warrens (+50% population growth)
Negative Traits: Hostile Homeworld (sunflares are common and powerful, every 3 turns I will do a roll to see if a sunflare wipes out Valbara, this doesn't mean you lose the star system but your income, resource wealth, and population will be dramatically reduced from the system), Minute (rolls for battles involving troops or marines tougher)
Stability: 5/5
Technology Level: 1/10
Popularity: 4/5
Cultural Influence: 50/100
Internal Uprisings: n/a
Population: 900,000,000
Alien Policy: Resettle
Colonization Rate: 3 system/3 turns
Exploration Rate: 3 system/1 turn
Power Distribution: 30%/30%/40%
Consciousness: alienated/ambitious/desperate
Military Level: 1/10
Space Ports: 0/1/1
Espionage Level: 1/10
Command Ships: 1
Capital Ships: 3
Carriers: 1
Light Ships: 5
Transports: 1
Planetary Troops: 100,000,000
Marines: 1,000,000
Yearly Income: 1,020,000,000 credits/-251,000,000
Projects: improved colonization rate (-30,000,000 crds), improved exploration rate (-20,000,000 crds)
Yearly Balance: +769,000,000
Resource Wealth: +250,000,000 tonnes/ -100,000,000
Post-Resource Utilization: +100,000,000
Goods and Services: +60,000,000/-10,000,000
Commercial Balance: +20,000,000
Star Systems: Diera (moderate/abundant)
Contacts: n/a

Polity Name: Diclonius Dominion
Government System: Dictatorship
Leadership: The Great Matriarch
Positive Traits: Psionic Ability (+1 military lvl), Adaptable (-2 colonization rate perm)
Negative Traits: Emotionally Unstable (psionic energies drive many to be aggressive and emotionally unstable in general, -2 stability perm)
Stability: 3/5
Technology Level: 1/10
Popularity: 4/5
Cultural Influence: 50/100
Internal Uprisings: n/a
Population: 1,900,000,000
Alien Policy: Resettle
Colonization Rate: 1 system/1 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 10%/10%/80%
Consciousness: oppressed/ambitious/cruel
Military Level: 2/10
Space Ports: 0/1/2
Espionage Level: 1/10
Command Ships: 2
Capital Ships: 10
Carriers: 5
Light Ships: 20
Transports: 5
Planetary Troops: 100,000,000
Marines: 10,000,000
Yearly Income: 1,900,000,000 credits/-230,000,000
Yearly Balance: +1,660,000,000
Resource Wealth: +200,000,000 tonnes/ -150,000,000
Post-Resource Utilization: +50,000,000
Goods and Services: +80,000,000/-50,000,000
Commercial Balance: +30,000,000
Star Systems: Taros (moderate/abundant)
Contacts: n/a

Polity Name: Republic of Spiros
Government System: Military Dictatorship
Leadership: The Consul
Positive Traits: Slave Economy (+20% goods and resource wealth), Strong Military Tradition (+1 military lvl at start)
Negative Traits: Decadent Aristocracy (-1 stability perm, -10% goods and services)
Stability: 4/5
Technology Level: 1/10
Popularity: 2/5
Cultural Influence: 50/100
Internal Uprisings: n/a
Population: 3,500,000,000
Alien Policy: Resettle
Colonization Rate: 1 system/3 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 10%/20%/70%
Consciousness: desperate/apathetic/tyrannical
Military Level: 2/10
Space Ports: 0/1/2
Espionage Level: 1/10
Command Ships: 2
Capital Ships: 10
Carriers: 5
Light Ships: 20
Transports: 5
Planetary Troops: 300,000,000
Marines: 10,000,000
Yearly Income: 3,680,000,000 credits/-430,000,000
Projects: -50,000,000 crds for 3 turns to upgrade their tech lvl, 20,000,000 to boost their exploration rate to 2 star systems per turn
Yearly Balance: +3,890,000,000
Resource Wealth: +250,000,000 tonnes/ -150,000,000
Post-Resource Utilization: +100,000,000
Goods and Services: +80,000,000/-50,000,000
Commercial Balance: +80,000,000
Star Systems: Spiros (wealthy/abundant)
Contacts: n/a

Polity Name: The Nocoii Covenant
Government System: Theocracy
Leadership: Prophet Nidhogg I
Positive Traits: Fervour (devotion to the faith motivates the populace, +40% income), Educated (+1 stability perm, +2 popularity perm)
Negative Traits: Religious Intolerance (npc relations of different faiths start at dismal), Technophobia (can't surpass tech lvl 5 without social change)
Stability: 5/5
Technology Level: 1/10
Popularity: 5/5
Cultural Influence: 50/100
Internal Uprisings: n/a
Population: 900,000,000
Alien Policy: Assimilate
Colonization Rate: 3 system/3 turns
Exploration Rate: 1 system/1 turn
Power Distribution: 5%/5%/90%
Consciousness: devoted/blindly serves the state/ultra conservative
Military Level: 1/10
Space Ports: 0/1/2
Espionage Level: 1/10
Command Ships: 2
Capital Ships: 10
Carriers: 5
Light Ships: 20
Transports: 5
Planetary Troops: 50,000,000
Marines: 50,000,000
Yearly Income: 1,020,000,000 credits/195,000,000
Projects: -100,000,000 crds to expand their colony ship fleet, -20,000,000 crds to enhance the weaponry of their ground forces (in 2 turns)
Yearly Balance: +825,000,000
Resource Wealth: +300,000,000 tonnes/ -100,000,000
Post-Resource Utilization: +200,000,000
Goods and Services: +30,000,000/-10,000,000
Commercial Balance: +20,000,000
Star Systems: Tosadia (poor/abundant)
Contacts: n/a


NPCs
 
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Civilization name: The Confederation of Hemilta
Government: Federal Council- Representatives are elected from planetary districts to the planetary council to decide planetary laws and then may be elected to the Council of Hudrari to pass interplanetary laws and decisions plus they get to chosse their successor for their position.
Positive Attributes:
1. Due to the pioneer like nature of the residents of Kandar most men own rifles and other weapons to hunt which means they can be organized into a planetary militia that is effective due to their experience with weapons.
2. The Law of Zephenica which was passed on the founding of The Confederation allows alien beings to be allowed to have the same rights as the Kandarians on Kandar which allows for easier integration into Kandarian society.
3. The navy and military of Hemilta is large given the small population of Kandar and is considered state of the art and an honor to join the navy and military as an officer due to the fact that officers are a valuable commodity for the military and navy which is also a very high paying job with a high pension due to the small population.
4. The pioneers have a nature of trading and knack for gaining wealth which makes them exceptionable accountants and traders.

Background: The Kandarians are descendants of the Empire of Tria in which they once ruled a vast empire but collapsed and the Kandarians who were the merchants and traders who lived on the frontier of the empire boarded ships and left as refugees to escape the ensuing violence. After traveling for a couple of years the finally landed on a planet they deemed suitable for establishing the capital city Kandaria, the planet was forested mostly with come mountains on the southern side of the planet which made the settling of areas easier for the experienced frontiersman. There were no inhabitants of the planet before and so they set to work establishing the districts and councils. Rodra Lonix set up the 15 disticts on the planet and oversaw the first elections. Rodra was the first member to be elected to the Council of Hudrari. While all seemed well the population of the planet was growing slowly which could be explained due to the fact that the Empire of Tria had a small caste of frontiersman who made up most of the refugees was simply to small to start up major cities in every single district. Meanwhile there was major internal strife in the Kandarian year of 859 when the planet went into a civil war due to the fact that most people were unhappy with the Xidor Law which stated that peoples property was owned by the districts and they were just leasing the land off of the district and were required to pay a lease payment every month.

Fanus Yucryl led the revolt in the 5th district which was the district that was most heavily burdened by the payments to the district, quickly he had masses of supporters armed with old rifles and farming equipment ready to fight against the Confederation for a re-appeal of the law. Most representatives were focused on maintaining power so they joined in on the revolt which ended with the Battle of the Commors in which Fanus and supporters were trying to reach Kandaria to reach the councilmen in Kandaria but met the military which killed many supporters but were beaten back with heavy losses after being surrounded and their armored vehicles burning. The councilmen surrendered and reappealed the Xidor Law and were tried for treason for failing to uphold Kandarian ideals and were found guilty and executed which resulted in immediate elections in which the Ronet's a party vouching for freedom and for the ideals of the Confederation. The Ronet's still hold power till present day but the Yutek's a party in which they vouch for more government control and expansion which has caused divides in the politics of the nation.

The Civil War of 859 had resulted in many deaths and only till now have they recovered from the war. Most scientists of Kandar have been looking for extraterrestrial life on the moon of Kandar, Kiro which has not been proven to exist yet there which makes calling for colonization of the moon due to the fact that they may be able to make it habitable. The star of Kandar, Neosma is a yellow star that is fairly young and is stable enough that observation of it with telescopes is fairly common. There are only 3 other Terran planets in the system, Prodor, Venubios, and Krynara. Krynara is the most habitable as its a little farther out from Kandar and at the edge of the habitable zone of the star. The other two planets Prodor and Venubios are closer to the sun and have no potential for habitability due to the mass amount of heat on the planets. There are 2 gas giants Dynadyne and Betafoy both are of very large mass and are near the edge of the system with over 30 moons each that may be colonized. There are two asteroid belts the Polantian belt and the Lodrit belt, both have comets and are fairly the same except the Polantian is closer to Neosma. As to the current events of The Confederation many women are demanding the right to be elected to the councils which was a right never granted to women in all the years of the Confederation. The Confederation as a compromise right now only allows one representative for women in the Kenet Council, the representative is Anatronika the first women to be elected to the Kenet Council and is a member of the Ronet's. This situation is causing unrest right now with both sides stubbornly wanting their way in the matter. The rising power of the Yutek's are becoming stronger and are becoming more influential. Only time will tell who will win the battle for the Councils.
 
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I am entirely in.

My polity will be the Technate of Solon. Details to follow
 
Technate of Solon

Government: Technocracy/ Semi Hive Mind
Positive attributes:
*History of cybernetic augmentation makes it easier for them to develop and integrate new breakthroughs in related fields
*Highly efficient communication interlinks and shared programing minimizes dissent and civil disorder
*Modifications to cybernetic platforms enable survival in hostile enviornments

Suggested Negative attribute(s)
*Lack of comprehension of emotional lives of other species makes diplomacy problematic, and assimilation of aliens virtually impossible
*Excessive specialization can lead to failures of imagination
*Difficulty anticipating and understanding irrational, emotional behavior

"Flag:"
Dr-Manhattan-logo.png

The concept of flags and national emblems is alien to Solonians. The above symbol has been adopted to serve as the "flag" of the Technate for the purpose of interaction with aliens. The simplicity of a hydrogen atom was chosen as the most likely to be understood by a diverse population of life forms.

Description:
The Technate is the society of Solon, a moon of the gas giant Logos. The Solonians are a cybernetic society, whose pre-industrial biological form was broadly similar to the usual humanoid form. As happened to many other species, the Solonains faced an ecological crisis caused by the destructive impact of their increasing technology and resource needs. They responded to this crisis by using cybernetic augmentation to adapt to their changing environment, to the point that the biological portion of their being is now entirely enclosed within an artificial body. After nearly a thousand years this technological augmentation has become the norm, and Solonians regard their artificial chassis as being as integral to their persons as other humanoids see their skin or bones.

The Solonian zeal for introducing artificial improvements is not limited to the physical. They use implants and artificial neurochemical inputs to maximize certain aspects of their mental performance and suppress others. They have also perfected a communication system that allows for individuals to upload their own experience to a collective cloud memory, though this network cannot currently operate over stellar distances. This meaning Solonians who operate beyond their home world for extended periods will become increasingly detached from the shared experiences of their society.

The Biosphere of Solon has similarly been modified and streamlined into an 'optimum' state. Most species have been driven to extinction, except for those that perform certain ecosystem services. Virtually every body of water has been channeled and harnessed for power generation. Most of the floral biomass on Solon is in the form of the specialized strains of simple algae that provide nourishment for their biological parts. To the eyes of an outsider, Solon seems harsh and sterile. The Solonians see themselves as having removed unproductive uses of their homeworld's resources so as to maximize the well being of their own species.

The "Leader" of the Solonians is the Central Planner. Reputedly centuries old, this Solonian has almost entirely replaced its biological parts and massively augmented its ability to absorb and analyze data and produce plans that best advance the interests of its species. The Central Planner doesn't exactly order other Solonians to take certain actions and avoid others. Rather through their shared experiences Solonians experience its thought process in a summarized form via the interlink, and thus inevitably come to the same conclusions. Again, Solonians who do not "check in" on their home world for extended periods can begin to act in erratic and contrary ways.

When dealing with other species, the Solonians will employ specialized Ambassadors, who attempt to mimic the social behaviors of the species they are assigned to. Typically these Ambassadors devote a large portion of their efforts to observing and analyzing their more organic neighbors.
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A Solonian Ambassador in preparation for dealings with Humanoids
 
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Throwing my hat in here to, but seeing as its 1:40 AM and I am nowhere near my computer stats aren't going to be coming for a bit.

Though I can give a name, the V.O.C Empire, going to be Humans.
 
Polity Name: V.O.C. Trade Empire
Government System: Elective Monarchy
Positive Traits (Prospective):
1) By the Strength of our Arms: The V.O.C. Trade Empire grows and by extention survives on the strength of its Navy and Army. To make up for the relative weakness of the individual human the military technology of the Empire is far ahead of its neighbours.
2) For the Empire!: The Humans of the V.O.C. Trade Empire are incredibly loyal to the Elected Crown, believing most aliens (and the occasional colonist from the edges of the Empire) to be barbarians that need to have civilization brought to it.
3) Money makes the Galaxy go round: Military conquest isn't the only way the V.O.C. Trade Empire survives, and if it only brings one thing to those it does conquer, its a stable economy. Trader corporations from the Empire are impressive entities in their own rights and are both willing and fully capable to trade with just about anyone they can reach.
Negative Traits (Prospective):
1) You act like the Aliens understand tactics: The V.O.C. leadership is highly speciesist, looking down on aliens as uneducated barbarians that need civilization to be brought to them. This even extends to the military, which has a chronic habit of underestimating foes during initial encounters.
2) You'll work for your citizenship!: When an alien civilization is encountered they are offered with an initial choice, surrender (and be given second class citizenship status) or be conquered. Those that take the second option are forced into Indentured Servitude when/if they lose, a nice way of saying they are slaves (technically if they ever make enough they can buy their freedom). These Indentured Servants tend to be highly rebellious and a constant source of strife.
3) Spies? Ha only barbarians and scum use those: The V.O.C. Trade Empire's Espionage network is barely existent, hampered by the views on the subject by the higher ups in the Empire. If their intelligence network was having a good day they could say the trees have leaves and not much else.

Description: The V.O.C. Trade Empire is almost best described as what happens when corporations gain to much power in a society. Having never been anything other then some sort of Monarchy, the former leaders had attempted to appease growing restlessness in the lower and middle classes by giving more and more power to the corporations that had come to dominate the world in the years before it reached space. Eventually agreeing to remove the old hereditary monarchy in favour of a new elected one.

The new system caused an incredibly rapid change in V.O.C. Society as corperations moved to consolidate their suddenly gained power and new laws took effect. Now the country is run by a mix of its monarch (who is elected for life) and the Patrician Council, comprised of the Patrician Houses of the Empire (Who also elect the new monarch from among their number). Each Patrician house has at its disposal significant wealth and power inside the V.O.C. before it could even gain its place on the council, and from there the various houses power has only grown (except for a few unlucky ones). The Council doing most of the law making inside the Empire, though the Monarch maintains the ability to both pass and deny anything he or she wishes, though every monarch knows that their support only lasts so long as the Council is happy, so they try to avoid abusing their power.

Below the Patrician Houses are the Guilds, which comprise most of the middle class. If you own a profit enterprise then you are a Guild, and so are your family and employees. Most small time 'Guilds' rarely last a day before they are absorbed into another, larger, Guild. Though occasionally some of these survive on their own and become new major guilds in their own right. This system keeps the middle class happy, for those content with their lot can continue to work their money making enterprises and live their day to day lives, and those that are ambitious can expand their guilds, in the hopes of eventually gaining enough power to gain a seat of their own on the Patrician Council. Guilds and Patrician Houses retain the Hereditary rule of their ancestors, though they are fairly flexible about it, and a few Guilds are even run by internal democracy.

Below the Guilds are the Human employees, who live in the bottom rungs of society, doing most of the work for their employers. The pay they receive isn't much, and is usually forcefully funneled right back to their Employer by means of Guild stores and boarding charges. Atleast though every human employee manages to receive everything they need for themselves and their family, food, shelter, medicine. Alien 'Employees' on the other hand receive nowhere near the same, and even 'Second Class Citizens' receive only the barest essentials to keep them alive and working, and they tend to work the worst jobs. The Indentured servants live in the same boat, but don't receive any pay at all, instead any (and there isn't very much) excess funds are used toward paying off their debt, which very very few servants ever achieve.

(more to come still)
 
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Polity Name: Plutocracy of Grottia
Government System: Plutocratic Council. Grottia is ruled by the Grottian Council, a council of the richest people in the land, who elect the Dux Mundi for life.
Positive Traits:
1.Grottian Industialness. The Grottians are an industrious people. All 3 arms are allways working, building newer, bigger, and more kinds of everything. Everyone gets to where they are in life by how hard they work.
2.Big ships. Grottian ships are slow, compared to others, but carry large goods or weapons.
3.Grottian Expansionism The powerful Grand Council is always in a land grab, and this want of land spreads to the people.
Negitive Traits:
1.Grottian Distrust. Grottians have seen so many let downs by the Wumbo Council, they don't believe anything anymore, and can only be held down by force, more conquest, or appeasement.
2.Big Pollution. All those things the Grottians work so hard to make hurt the planets their made on. To keep building, Grottians must keep expanding, leaving a trail of destrution.
3.Dislikes Other Aliens. Grottians feel they are better than other kinds. They wish for conquest and enslavement, of other,"lesser", aliens. Diplomacy with other kinds would be frowned upon.

Backstory: The main motivator behind Grottian society has been, for as long as anyone can remember, greed. Some say it is because of the enviroment the Grottians live in. Others think it's because it's in Grottian bleerd. Grottians conquer for resources, and enslave for labor. The best place to see this greed is in the Grottian Council. Everyone on the council votes for their own interest or the interests of their company. The seat of Dux Mundi is hard to keep. At any given time, someone on the council is plotting to gain the seat through bribes, deals, threats and assassination.
The Grottians are industious people. Vast regions of factories, mines, and other industry follow were they settle. These factories make the Grottians the "Workshop of the Universe". Grottians work hard in the hopes they can rise through the ranks of their corperation and become well-off and powerful enough to join the Grand Council.
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One of Grottia's most famous factories. Known for its brutal efficiency.​
Grottians are very expansionistic. They are always looking for new lands to conquer and enslave, to bring more and more resources into their industial empire. Every Grottian dreams of running there own factory, even being over their very own slaves! All the expansion into new lands and enslavement of new people makes this possible.
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The Grottian Flag. Painted on every Grottian warship.​
 
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Also PS: The IRC is broken #Grim Games can't exist because its two words (does it have a _ - or something inbetween?)

Edit: You don't want me to switch to aliens, I will do horrifying things to you and your civilizations :p

Edit Edit: I'll actually post up an alien nation shortly just as a comparison/if we get to few proper aliens
 
Alien Example (I have one other but now I just feel like I'm cluttering the thread)

Polity Name: The Ekonite Fleet
Government System: Monarchy/Clan system
Positive Traits:
1)Shapeshifters: Every Ekonite is a potentially very able shapeshifter, and out of that pool many do train to become the best of the best. Resulting in an extremely hard to root out and impressively large espionage corps.
2)The Migrant Fleet: The Ekonites have no real homeworld, instead the majority of their population resides aboard a truly massive fleet. Every ship serving as both a very capable warship and a home.
3)The Power of Biomatter: The Ekonites do not use the same resources as others, instead of ships of steel, they grow ones of flesh and bone. They rely on similarly grown creatures for everything from biomatter. As a result they tend to farm worlds for their living creatures, and while their standing army is truly small, they have the ability to awaken many times its number (and potentially more then their actual population) when the situations grow dire.
Negative Traits:
1)Blue and Orange Morality: Spawn of a creature that had no concept of normal morality, they do not get along well with normal morality schemes. Resulting in them committing extremely odd actions and alienating many potential friends.
2)The Weakness of the Fleet: Loss of ships results directly in loss of both military and civilian personnel, and the deaths of their largest ships can cause drastic hits to their population.
3)Crippled Population: A mix of poor living space and their tendancy to kill themselves off have resulted in the Ekonites having a small population, smaller then the populations of many singular worlds infact. So every casualty they take pushes them that much closer to extinction.

(Once again more would come)
 
I have 3 polities done so far.

I agree with Deag, we need more sci-fi type polities. Also post-scarcity is impossible in this universe. I shouldn't have to say this but when creating your polity it has to conform to the categories of the stats. Meaning you can't have a polity that doesn't use money. I also reserve the right to change the name of your polity if its too hacky and unoriginal.

Gilo and Asd, go back to the drawing board to make something more original and interesting :] Communist societies are fine but they have be more sci-fi ish.

Ranger I finished your stats so I rather you stay as the VOC.
 
I have 3 polities done so far.

I agree with Deag, we need more sci-fi type polities. Also post-scarcity is impossible in this universe. I shouldn't have to say this but when creating your polity it has to conform to the categories of the stats. Meaning you can't have a polity that doesn't use money. I also reserve the right to change the name of your polity if its too hacky and unoriginal.
.

Hmm, I suppose I can concoct a currency-analog, but I may have to take a second pass at the Solonians to make them fit better

I wouldn't say Gilo and Asd have to start entirely from scratch, but at least slap some rubber foreheads and weird alien biology on them.
 
I have 3 polities done so far.

I agree with Deag, we need more sci-fi type polities. Also post-scarcity is impossible in this universe. I shouldn't have to say this but when creating your polity it has to conform to the categories of the stats. Meaning you can't have a polity that doesn't use money. I also reserve the right to change the name of your polity if its too hacky and unoriginal.

Gilo and Asd, go back to the drawing board to make something more original and interesting :] Communist societies are fine but they have be more sci-fi ish.

Ranger I finished your stats so I rather you stay as the VOC.
Communism is dead. All hail the Great Wumbo! (In other words, I changed it.)
 
Roger roger, will go as VOC (liked them better anyways :p )
 
Deag, the Solonians are fine, they can offer certain services that doesn't require a warm smile. Like making mechanical parts or something.

Two words, sexy robots! That industry will propel Solonians to economic domination.

Internally, there'd be no real reason for Solonians to have currency, or most service industries, and their culture generation should be virtually non existent.