[url=http://www.roleplayerguild.com/topics/69109/posts/ooc]Interest Check[/url] [b][i]"And here, all alone in the million billion miles of midnight, is one solitary moving speck. A fragile parcel filled with sleeping people and their dreams."[/i][/b] ― Philip Reeve [center] Humanity from the dawn of time was fascinated these unfathomable lights in the sky. The insatiable curiosity to reach the unknown just beyond our grasp drove us on journies of trillions of miles. Humans, among myriad other dreamers of uncounted origins touched the face of their universe, and took it for their own. Now blink - the lights are all gone. The night sky is an empty void of darker than black.[/center] [img=http://i.imgur.com/6HaFaaW.png] [url=http://www.space.com/27682-rogue-stars-between-galaxies.html]Half of all stars are rogues between galaxies[/url], and are so thinly spread that only an incredibly faint glow to the most powerful telescopes gives away their presence. How many sentient species have come to flourish unnoticed in the vest emptiness of hundreds of millions of light years between galaxies? Far beyond the fringes of these cradles of sentient life, your race has evolved and flourished - yet utterly ignorant that anything exists past a few hunks of rock orbiting a ball of hydrogen outside their front door. Alas, not for much longer. Where are the galaxies? Light from billions of stars packed tightly together must assuredly bridge even such gaps of millions of light years. Yet why is the sky a flawless black? [img=http://i.imgur.com/2QrpiP8.png] [hider=Kardashev scale]The Kardashev scale is a method of measuring a civilization's level of technological advancement, based on the amount of energy a civilization is able to utilize. The scale has three designated categories called Type I, II, and III.[/hider] [hider=Dyson Spheres] [img=http://i.imgur.com/kAUubVc.png] A Dyson sphere is a hypothetical megastructure that completely encompasses a celestial object and hence captures most or all of its power output.[/hider] Across the universe, Type III civilizations had come to harvest the radiation emitted by every galaxy within Dyson Spheres. Our story takes place in one such enclosed galaxy and its close vicinity of about 50 million light years - let us call it "Milky Way" for easy reference. The civilization that had harnessed their galaxy like a work horse (they happened to have been humanoid), had vanished. Many signs of struggle and violence lie scattered among the countless stars: charred planets, incredible fields of wreckage. Perhaps a few still functioning automated remnant crafts and battle stations careen silently for eternity waiting for commands that are never to come. Ostensibly no sentient life remains of any developmental stage. Are these marks of the final internal struggle of the resident species that had annihilated themselves, or are these merely remains of a long ago primitive past for even these inhabitants who were forged through war and agony and had ascended to wisdom. Over many millions of years of disrepair, the shell of the megastructure encompassing the galaxy began to be fail, and then to be violently torn by cataclysmic strains which it had for so long endured faithfully. Suddenly, the night sky is no longer dark, and a baffling point of light emerges for races beyond the periphery that had been long hidden. That would be fascinating - and perhaps spark technological revolution and the eventual development of spacefolding technology that could bridge this gap. Fortunately, that is not necessary. [img=http://i.imgur.com/cLOlb5y.png] Something a mere hundred miles across is very easy to miss among even a single solar system's loose debris - especially if no one is even looking for it. Perhaps hundreds of millions of years ago this star system was part of the Milky Way and this node was connected within a network of gates allowing instantaneous travel. The Dyson Sphere prevented any energy from escaping, which seems to have included the tracer signals between these gates - until now. In time, your race may figure out how to key destinations through these gates. For now though, each gate in player controlled solar systems open a default path to the nexus station deep within the galactic core consisting of hundreds of such gates. Wrest the galaxy from its wild abandon and reshape it on your image, uncover the secrets of the ancients and their forgotten relics, and perhaps find the truth behind their disappearance. But beware, knowledge itself can stir up long forgotten evils that are better left untouched in this vest universe. --- [u][b][i]Technology[/i][/b][/u] Each player begins the game with a pool of 100 research progress that may be used to purchase from the tech tree linked/show below. Every three days, your race's scientist stat is added to your research pool which I manage on my end. Tell me at the top of any of your posts what to set your research towards and I will change it to that and carry over progress from a previous tech you had already invested points into and not completed. Now, the very most important part: this tech tree is a very basic set of suggestions. Ultimately, you will be coming up with most of the technologies yourself, and I add them to the tech tree at a certain tier depending on how ridiculous it is. All of the technologies are "general" topics that do not unlock a particular thing - rather, a sci-fi concept that you have a wide application limited by [b]being reasonable and adding fair weaknesses so it does not spell instant annihilation for everybody[/b] and should totally be mixed with other technologies to make something mind blowing. Whenever you wish to add a technology, post here or shoot me a PM and we will work out the science cost and possible prerequisites. It will then be available for all players to research. [url=http://i.imgur.com/s16syo5.png] Full Size Tech Tree[/url] [img=http://i.imgur.com/s16syo5.png] [hider=Brief Tech Descriptions] Tier 1: Robotics The creation of automated machinery that operates under direction, or scripted program. Cold Fusion A type of nuclear reaction that would occur at, or near, room temperature which makes it far more compact and less resource intensive than conventional fusion. Quantum Computing Uses the superposition of sub-atomic particles to exponentially increase the space and energy efficiency of computation. Particle Manipulation A general science pertaining to controlling and directing the uniform movemment and reactions groups of atoms and sub-atomic particles. Ballistics The understanding of mechanics that deals with gravity, the launching, flight, behavior, and effects of projectiles. --- Tier 2: Industrial Robotics The use of mechanical contructs to perform labor intensive or repetative actions in manufacturing. Artifical Intelligence Complex programs that are capable of decision making that allows them to change their actions depending on changes in their environement. Impulse Drives The use of brute force to accelerate directly in a straight line halfway from point A to point B, then decelerate the rest of the way. This is a far more effecient than slinging from gravity well to gravity well. Particle Fields The manipulation of particles in such a way as to form uniform planes and hold them suspended to be used as a barrier or some other restrictive measure. Orbital Ballistics Thorough knowledge of the physics involved in the launching, flight, behavior, and effects of projectiles that move around gravity wells of celestial objects. --- Tier 3: Orbital Platforms Large compounds in space that may house hundreds of people, be used at bases for orbital defence, shipyards (provided you have Orbital Construction), or whatever you race desires to put there - like an obnoxiously sized fallic symbol. Swarm Intelligence A form of artificial intelligence that relies on a myriad of small indpendent components following programmed imperatives to work together and acomplish tasks. Adptive Thought Another form of artifical intelligence that is sentient, or near sentient in its ability to creatively solve problems given unexpected, unique or dynamic environements or situations. Matter Acceleration The capability of accelerating up to several tons of matter to a speed of 99.99% of the speed of light with it remaining stable and unchanged. Particle Beams Concentrating and containing particles in a narrow region that results in a potentially devestating flow depending on its properties. Magnetic Shielding The defensive or restrictive use of particle fields that can deflect or neutralize particle beams, or potentially even slow/stop projectiles with a metal content. Astrogation The planning of a route through space and the actual navigation of spacecraft, either in interplanetary travel or in interstellar travel. This allows for a far higher degree of evasion, maneuverability and general speed with which flight maneuvers can be completed. Asteroid Mining Do I really need to say? --- Tier 4: Orbital Construction Understanding of equipment required for manufacture and large scale construction of products such as ships in a null-g environment. Nano Robotics The use of a massive amount of microscopic machines to work in concert to perform an action - such as converting water into wine. Tactical Computing Capability of computers or artifical intelligences to predict and preempt the actions of an oppoenent, recognize intent as well as overall strategy of said enemy, and work out methods to spurn them while working towards your own strategic goals. Light Speed Acceleration The capability of accelerating a entire spacecraft unharmed to speeds within a hair of the speed of light and use of powerfull computers evade catastrophic collision with even a microgram of matter. Quantum Anomolies The study and thorough understanding of entanglement, the workings of particles that conventional particles are built from and consequent effects on their behavior, and the theories that govern the fabric of space. Antimatter Manufacture and storage of antiparticles, which have the same mass as particles of ordinary matter but have opposite charge and other particle properties. When they come into contact with ordinary matter it goes boom. Celestial Survey Capability to quickly assess, calculate, and understand the properties of celestial bodies such as stars, planets, moons, asteroids, etc. --- Tier 5: Warp Theory Theorectical understanding of the possibility of travel through non-conventional space. --- Tier 6: Micro-Warp Drive An operable device that when equipped on a spacecraft allows it to travel from point A to point B of convential space without traveling the space between the two points. Vague huh? [/hider] [u][b][i]Religion[/i][/b][/u] Religion is made to compete and piss off the science/fleet focused infidels. Faith accumulates in much the same way that science does except obviously with faith points - and again, done entirely on my end. The most powerful use is purchasing "destiny" tokens that can shift even the most hopeless situation in your favor dramatically once, or using that faith instead to purchase "miracles" that are essentially a significant mystery present that could be anything from a random technology to an advanced semi-sentient remnant cruiser joining your forces to revealing locations of many relics across the galaxy. Particularly religion focused races can find themselves capable of purchasing unique passive and activate-able abilities for themselves with faith. Overall, it would be a quirky with a bunch of luck and divine intervention involved - yet powerful tool for a race to have in its arsenal and viable to go all-out into. Each player begins the game with faith equal to their Theologian stat x 10. [hider=Satan's Emporium of Sinful Succulence - Spend your faith here!] 1x Destiny: 100 Faith 1x XXL-Miracle: 60 Faith 1x Miracle: 30 Faith [b]50 Faith : Tremble, Infidels![/b] - Each turn, race may select another race that does not follow your religion and reduce their Fleet Strength by 30% for the turn's three day duration. This cannot be done during approach for combat or combat itself. The same race may not be targeted for two consecutive turns. [b]50 Faith : God's Chosen[/b] - Each turn, race may select another race who follows their religion and increase their Fleet Strength by 30% for the turn's three day duration. This cannot be done during approach for combat or combat itself, and if the same applies to target. [b]50 Faith : Word of God[/b] - All races following your race's religion including yours gain 10% more initial Fleet Strength at the start of each turn. [b]50 Faith : Holy War[/b] - At the start of each turn there is a 10% chance that your race calls for annihilation of the unbelievers, increasing your Fleet Strength by 200% for the duration of the turn's three day duration. [b]50 Faith : Jihadist Fervor[/b] - Upon defeat in combat, instead of decreasing your Fleet Strength by 50%, increase it by 20%. Upon victory, instead of decreasing Fleet Strength by 20%, increase it by 30%. [b]50 Faith : The Inquisition[/b] - Races following your religion cannot be affected by religious effects of other races. Gain a special effect at the start of each turn that nobody expects. [b]50 Faith : Religious Tolerance[/b] - This race receives positive religious effects of any other race's religion who have a non-majority presence in yours. [b]50 Faith : Heavenly Armament[/b] - Each remnant relic in your race's possession yields a powerful unique effect. [b]50 Faith : Reliquary Worship[/b] - Possession of remnant relics each yield double their effect to this race. [b]50 Faith : Inner Eye[/b] - At the start of each turn, have a 35% chance to reveal the location of a relic for user's race only. [/hider] [u][b][i]Combat[/i][/b][/u] At the end of each three-day tick (in addition to science and faith updates) each player will receive a "Fleet Strength (FS)" that I calculate on my end. This number will be a result of raw military power modified by bonuses that I derive from science and religion. Fleet Strength represents the aggregate total fighting power of a majority of a race's ships. Combat calculation occurs when two or more players engage in fleet vs. fleet combat (ie. it applies only to large scale fights). This is up to interpretation, but it is implied that it is between two race's core fleets that represent a majority of their military statistic and thus can only be in one place at once. Other engagements fall fully under roleplay and should be worked out by players involved. Simply put, the player who has a higher current Fleet Strength wins the engagement. Both players will have lost ships during the fight - thus both receive a negative change to their Fleet Strength. The player who has won the engagement loses 20% of their Fleet Strength, while the loser loses 50%. The result of this system is that although it is difficult to be completely obliterated over each three-day tick, you become very unlikely to conduct successful fleet actions henceforth until the start of the following three-day tick at which time your Fleet Strength is refreshed. Aggressors receive a smaller loss that makes engagements a more strategic venture. Allied race may choose to conduct a joint fleet operation that results in their Fleet Strength being added together for combat calculation. Currently it is very simple - winner loses 20%, loser loses 50%. In the near future I may make a small html calculator that does more complicated calculations that determines Fleet Strength loss via the difference in between the two before combat, (albeit a fleet 10x the size of another will lose a lot less that 20%). After each three-day tick when science/faith is updated in my post, I will include an updated Fleet Strength for each race that represents them constructing more ships to replace those you lost during the previous tick. ---- [u][b][i]Posting and Turns[/i][/b][/u] Each turn will be about three days long, and the change occurs when I post an update containing information of each race. This information includes a recalculated and refilled Fleet Strength number, updated science progress towards a technology, alerts of technology discovery, and the new total of your available Faith point pool. In addition to these changing figures, my post will include the affinity points and an image/list of all technologies discovered by each race available for all to view. [hider=Header Format for Each Post] --- [i]Example:[/i] Borg 100/600 - Change research to Molecular Forging - Use one Miracle [/hider] --- I will play as the (mostly) inactive remnant automatons, and will occasionally surface special events in the galaxy that may be either dangerous, or boons for you to possibly fight over if you so choose - and a loose sequence of events as players uncover history of the ancients over time. The most common such thing will be the uncovering signs of ancient artifacts which grant powerful effects for your race that may even include stat points, and a player may purchase additional effects for these artifacts with faith. Other than that, it is all up to you and your fellow players to guide the game! [hider=Race App] - Players begin with 100 Science Points - Players begin with X * 10 faith with X being their faith stat (15 unused cultural affinity points) Warmongerers / Military Production: X Scientists / Research Income: X Theologians / Faith Income: X [b]Race Name:[/b] [b]Name of Faction:[/b] [b]Government Structure:[/b] [b]Race Biology:[/b] Appearance, what do they breathe / drink / eat etc. [b]Cultural History:[/b] Should loosely reflect your cultural affinity stats, write out a story on how it got the way it is. [b]Social Structure:[/b] How is your race's society organized? [b] Reaction to Aliens:[/b] Do they run in fear, send representatives, or fire at will? **Is a reflexive tendency, not always [b]Having never seen a starry sky, write a first hand account of your race's explorer's reaction to seeing the densely packed vastness near the galactic core upon passing through the gate:[/b] [b]List of Known Starting Technologies:[/b] From list above, spending up to a maximum of 100, and optional descriptions of how your race uses or came to develop them. [/hider] [hider=Glossary/Terminology] WIP next day or two [/hider]