07 January, 2012

Advanced Politics and their off-limits approaches.

By now you have likely read the first post of this blog, and as such are aware that players will be seperated into four types of power blocs.

The Inter-Galactic United Nations.
The Independent Nation States.
The Rogue States.
The Criminal States.

Now not all nation types are accepted in all of these nation types, some are in fact severely limited in their choice, and some simply have no choice in the matter at all. Below is a list of all those nation types with restrictions. And if need be, a rough description of why.

Artificial Empire:
  • No Restrictions

Bio-Technocracy:
  • No Restrictions

Crimeocracy:
  • Criminal State Only

Cyberneticist:
  • No Restrictions

Destroyer:
  • May not be a Criminal State

Despoilers:
  • May not be members of IGUN

Economist:
  • No Restrictions

Empire of Light:
  • No Restrictions

Environmentalist:
  • No Restrictions

Hunter:
  • May not by members of IGUN

Industrialist:
  • No Restrictions

Isolationist:
  • May only be an Independent Nation State

Nomad:
  • No Restriction

Psychic Hive: SEE UPDATE

Scientist:
  • No Restrictions

Spymaster:
  • No Restrictions

The Culture:
  • May not be a Rogue State

The Unforgiven:
  • Must be a Rogue State

Theocratic:
  • No Restrictions

Warlord:
  • No Restrictions

Scavengers (Kalic):
  • No Restrictions

Royals (Gat):
  • No Restrictions

Justicars (Kalic):
  • Must be IGUN

Explorers (Gat):
  • No Restrictions

Goliaths:
  • May not be a Criminal State

The Ancients:
  • May not be a Criminal State or Rogue State

Nukem Nation:
  • May not be a Criminal State or Rogue State

Hellscapers:
  • Must be a Rogue State

Mecha Nation (Under Gat's care):
  • No Restrictions

False Gods:
  • May not be members of IGUN






Other Notes and Issues:

The Psychic Hive is up for a vote, when I figure out where the Poll function here is... Basically. Whether the Psychic Hive should be discarded alltogether and replaced with another nation type. Also I want to know if I should simply discard all psychic elements. Feel free to comment on it.

06 January, 2012

New Engines and FTL's and the powers responsible for their use.

Starting off this one is a description of the new FTL drives, Sublight drives, and who uses which.

First on the list is the

Goliath Nation.
FTL: Fold-Space Drive; Due to the size and mass of even the smallest Goliath vessels no traditional FTL drives are adequate to move them at FTL velocities as either they required too much power or any multitude of other reasons. And so instead of other methods they use still massive amounts of power to literally fold space between the two points and punch a hole through which they travel. This allows them to traverse no more than 100 lightyears at a time, with two hours required to actually do the spacefold.

STL: Orion Drives; Goliath vessels put too much stock in armour and size, and firepower, to use most normal engines, they are simply a waste of space. No, instead they put a giant slab of armour, from dozens of metres thick to hundreds of metres thick, behind the vessels "front" and sticking through it is a hole, this hole matches a cannon perfectly. Now people might think "well that's a weakness" right up to the moment they "turn the engines on" by firing fusion bombs out of it which detonate practically on top of the armour plate using the blasts to 'push' them along.
Of course, it is grotesquely slow, but nobody will ever ever try and get in close to "shoot the engines" for one they're the most heavily armoured part of the ship, for second, they're a constant source of fusion bombs going off. (Is actually a real concept.)



The Ancients
FTL: Supralight Drive; This accelerates the vessel until it passes the 'light-speed barrier' in truth the vessel is sheathed in its 'own reality' where not only is FTL easily achievable, but the velocity makes it one of the fastest drives in the known universe. Conversely its useless without shields to protect the ship, and if it's damaged, well catastrophic boom, or catastrophic "abandoned in the middle of space without power and life support because the reactor died" are the usual results.

STL: Impulsion Drive; This vessel uses advanced technology that most people fail to understand to act upon space like an oar accelerating the vessel without any Gee forces at all. It is not the fastest accelerating drive however as it isn't designed for the pure power input others might have. Relatavistic speeds may take years to achieve.(May not take "Relativity is a Bitch")



Nukem Nation
FTL: Acceleron Drives; Now you stop, yes you, don't even bother asking questions we don't know how their bloody FTL works, they accelerate, then they're at FTL velocities, then they decelerate and are NOT at FTL velocities. As far as we can tell they bend scientific fact over a bench and love it a little too much, then they're there.

STL: Flying Saucer Drives; Now the Nukem Nation might make their enemies, and friends, roll their eyes in ironic boredom when the flying saucers of the Nukem Nation come to visit, pass through, or anything that can actually be seeing. But the "spinning saucer" section is actually their STL drive and allows almost comparable performance to a Reactionless drive. Unfortunately it means all their ships, no matter how big, are flying saucers. All of them.



Hellscapers Nation
FTL: Hellgate Drives; The laws of reality don't apply to the hellscape, and as such we know that their home dimension is technically allowing FTL travel by some laws we don't understand, though most of its occupants describe it as an ocean of energy with thoughtform worlds of energy that are tied to it. As such they come out of their realm towards the outer edges of a solar system under most circumstances. But they can escape back into their realm at will.

STL: Blood Drives; No, this is NOT a bunch of people who go door to door asking for blood donations to pay for fuel for their ships. It is a nickname given to the observed way their drives work, most compare them to Antimatter drives for performance, but there is always a faint red nebulous residue around their ships, and left in their wake. Though study show it is just moisture most are suspicious of it.



False Gods
FTL: Hyperwarp Drives; These drives 'dive' the ship into subspace contained within their own material fields, this drive is not terribly fast but neither is it terribly slow. In the end it is a very dull and uninteresting drive.

STL: Fusion Drives; Nothing special here. Move along.





And that is it for today's feature. Keep your eyes open for tomorrows feature,... if any.

05 January, 2012

Expected Nation Types of Stellar Empires 4

Existing Nation Types

  • Artificial Empire: Your generic artificial intelligence race, highly advanced, highly troublesome.
  • Bio-Technocracy: Your biological technology nation. Everything from micro'chips' to starships is made of juicy living technology.
  • Crimeocracy: Imagine the Mafia won a presidential election and rebuild the government as they wanted it. Yeah, that's pretty much what we have here.
  • Cyberneticist: Cybernetic enhancement is the more popular pasttime of these people, in fact its almost impossible to find someone here without.
  • Destroyer: You call that a planet-killer? That's not a planet-killer THIS is a planet killer! These guys are all about overkill.
  • Economist: Money makes the world go round. And we have a lot of money, and are quite skilled at getting more.
  • Empire of Light: An energy based nation dependent on proximity to the sun.
  • Enslaver: These people are your bog standard freedom-deprivation specialists. And involutary labour marketeers.
  • Environmentalist: These treehuggers will defend the environment. Very violently.
  • Hunter: Ever watched Predator? Thats these guys.
  • Industrialist: Their factories cover the skyline and fill the night sky with waste light.
  • Isolationist: These guys hate these damned young kids on their lawn.
  • Nomad: Without planet to call home their fleets are often unwelcome in civilised space as strip-mining nuisances.
  • Psychic Hive: These people have unparalleled psychic power.
  • Scientist: Advanced technology, these guys have trouble controlling their scientific abilities. Accidents aren't uncommon.
  • Spymaster: These men have intense skill at deploying intelligence agencies and spies into other nations.
  • The Culture: The Culture is a powerful advanced group who generally engages in combat by making others want to join them.
  • The Unforgiven: The Unforgiven have done acts too terrible to imagine in the past to imagine and this has resulted in the Quantum Curse, they will invade if they must.
  • Theocratic: The theocratic nation is totally devoted to their religion, and they even have technology that they believe is derived from their gods power.
  • Warlord: These have extensive militaries, their nature is to take what they want by force.


New Nation Types:
  • Scavengers (Kalic): Salvaging and Scavenging technology is the highlight of their lives. Even if it is vastly unreliable.
  • Royals (Gat): Power and Politics are their game, when you can pry them from a concert.
  • Justicars (Kalic): Justicars of peace, they believe in enforcing the universes peace willing or not.
  • Explorers (Gat): To boldly go where no-one has gone before. Except everyone who has been there before them.
  • Goliaths: Very much like the Destroyers, but on a grander scale. Destroyers might use a fleet of vessels to carry out their work. However the Goliaths don't have fleets, but singular ships, massive terrible vessels.
  • The Ancients: An ancient highly advanced civilisation in decay, has a grotesque habit of vastly underestimating their enemies.
  • Nukem Nation: A nation that had the misfortune of discovering alien broadcasts early in their development cycle, inundated with B-Grade alien invasion horror and the like they have developed thinking it was fact.
  • Hellscapers: Demons and Hellbeasts. They exist outside of the normal universe, and invade from the other side of their hellscape.
  • Generic (Under Gat's care): These guys are as bluntly boring as possible.
  • Mecha Nation (Under Gat's care): Mecha, transforming mecha... these guys have some weird shite.
  • False Gods: Highly Advanced noble class ruling a technologically repressed peasant class. But they are more able than most would expect.

04 January, 2012

Up and Coming Changes for the next Stellar Empires, proposed, pending and definite.


Welcome

Welcome to the first post of this blog set up to exclusively host content about my RP Engines. Those of you who find this deliberately will understand, those who find it by accident will probably find these posts entirely incomprehensible and leave. In short, not my problem.

So to those of you who do know and understand I can only say. I thought it was high time I had a place to post news for you guys to check if you're not around when I feel like talking about it, or to those who aren't on my Yahoo contact list allowing them to see, drool or anticipate the new and upcoming things I am working on. Or just to provide vague mysterious hints that will lead to anticipatory frustration.



But that is enough rambling on for now. Now to get to the meat and general purpose of this specific post. The changes, proposed and finalised, for the next Stellar Empires engine which is now back on the editing shelf.

We'll start with definite changes/additions.
  1. The number of nation types is being expanded to THIRTY.
  2. The Pacifist nation type is being rendered extinct, at best they will have a trait in the common traits somewhere.
  3. The IGUN trait will be removed from normal circulation and placed in a new mandatory single-choice category.
  4. Basically, all people that choose IGUN will literally be members of an Intergalactic UN. (See Below in the Political Affiliations Section)
  5. Players will be allowed to select two nation types for their nation.
  6. Large and Huge nation sizes will only be allowed to a certain number of people, and these people will only be accepted if they are trusted with those nations sizes.

Potential/Likely Changes:
  1. Races will be abolished to allow people to be more creative in the races that serve their nation. Sorry to anyone who enjoyed the racial traits, but this will allow people to also have several races as part of their nation instead of being monospecied.
  2. The Special Trait may be abolished. If not abolished players will be allowed to "opt out" of taking it in favour for extra common or nation points to spend.
  3. The vague fleets will be disposed of in favour of fleet points. These points would be spent on ships of the fleet, the more points spent on a ship, the bigger and more powerful it would be. With extra points having to be spent for a carrier.

Possible, but unlikely, Changes:
  1. None so far.


Other Information of Value

Political Affiliations:

There will be four categories the player must choose one of.
    IGUN: The Inter-Galactic United Nations, much like the real United Nations, with all the problems that plagues it, but the advantage of, if united to single purpose, little can stand in its way.
      INS: Independent nation states.
        RS: Rogue States.
          CS: Criminal States.
            The Rogue States will have major difficulties with any diplomacy, even with other Rogue States, but they answer to nobody for their actions. The INS don't answer to anybody, but they don't want to antagonise their neighbours or the IGUN, the Criminal States enslave, pirate and raid their way, almost totally immune to prosecution by the IGUN, and IGUN will be a powerful coalition alliance, but to do anything requires the votes of the member nations. And all member nations of Large and Huge size hold the power of Veto.

            Random Events:

            I would be remiss if Random Events did not remain, and so they will. But as usual they will be tailored to players, however there will be an underlying set of events, masked by the random ones, that is not so random or so easily ignored. Some of them will have vast empire-spanning side-effects if ignored, or worse if confronted! Watch out!

            War:

            War will be a much more... approachable option than has been the case before, sure it won't be perfect, but some people may find themselves unwillingly forced into war! BE AWARE, though you are the ruler of your nation the hand of the GM will rest lightly behind them, and the people can/might/will push for things to happen. Slave Raids and Piracy ignored too often may end up with a discontent people calling for a war. Despite no clear foe. And only a foolish ruler ignores them for too long.

            The Inexorable Turn of Time:

            Though less omnipresent and directing than Aliria Rises, there will be an inexorable clock ticking the eons now. Take care that you are not left too far behind this curve, for those who fail to heed the wheel of time are all too often ground beneath its wheel.