The beginning of the 29th century is fraught with terror. Your people have, in recent times, climbed to the stars. What lies ahead, no one can guess. For hundreds of thousands of years your people have long doubted the existence of other civilizations. They are in for a great awakening.
Hey!
This is A Hostile Galaxy, a science fiction nation RP based on a few distinct game characteristics. I am known for my stat based RPs and this is no different. Let's talk about A Hostile Galaxy.
-- First Contact: Most science fiction RP's deal with bloated empires on the verge of tearing at the seams. One of this RP's great characteristics is that of first contact. All civilizations, whether they have only their home planet or several inhabited worlds, have until the first few turns of this game, will have never met another intelligent life form. -- Diplomacy: Once first contact occurs, there will be instances of diplomacy required. These bouts of diplomacy will deal with minor civilizations controlled by myself, the moderator. -- Economics: While keeping it simple, a base economy has been developed so that one might be able to shape themselves into an economic power. -- War: While inevitable, war will be abstracted in sending orders and seeing them unfold in front of you. Generals, be weary.
Civilization Creation There are 15 or so Characteristics, each with an underlying ability. When you create your civilization, you may select any two. Some require a certain physiology to be relevant, others are political in nature. Once you've selected your characteristics, fill out the application below and we'll get the game underway.
---------------------------------------------- CHARACTERISTICS (Choose 2) -- Tough: A hostile life has turned our people into exceptional physical specimens. [Decreased Military Casualties] -- Disciplined: Defeat and surrender are considered beneath us. [Military Leaders -50% Cost] -- Curious: We have long kept our eyes to the stars, wondering what my lay in the blackness. [Starts with 3 Free Technologies] -- Industrious: Long have our people toiled, understanding that work is freedom. [+1 Labor Per Population] -- Spacefaring: We have already settled our solar system, seeking the secrets of the galaxy. [Starts with 3 Free Colonies] -- Adaptive: We are well adapted to survival in all corners of the galaxy. [May colonize ANY planet type]. -- Savvy: Our people are some of the slickest dealers and traders. [Tourism / Trade generates +2 Income/Turn] -- Deceptive: There are few things more important than secrets. [Spies have +10% Success Rates] -- Synthetic: Having transcended biology, we are superior. [Pop is created by spending 10 Labor, not Food] -- Wise: Our scientists are among the best, there is no doubt. [Laboratories generate +2 Science] -- Populous: Our people will flourish, no matter the cost. [Population Growth costs -50%] -- Charismatic: Ever have we been popular and respected. [Diplomacy costs are -20%] -- Trustworthy: Our leaders are revered for their truth telling. [Civilization generates +1 Influence/Turn]. -- Worldeaters: We take what we want, and that is all. [Does not build buildings. Planets generate +20 Labor for 10 turns. Then 0 after that.] -- Evolved: We have surpassed the need for technology. [Does not build buildings. Cannot trade. Requires only Labor for all units.]
INFLUENCE.. RESEARCH?! What does this all mean?! Don't worry. There are 3 Resources.
Income: This is MONEY. Generated by trade and tourism. This buys things. Labor: This is WORK. Generated by population. This builds things. Influence: This is political clout, generated by your leaders.
And you'll have the following:
Head of State: The leader of your civilization. Planetary Governor (1 Per Planet): The leader of a particular planet. General: Leader of an army. Admiral: Leader of a space fleet. Minister of Economics: The leader of your economy.
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APPLICATION
[b]CIVILIZATION NAME[/b]:
[b]CHARACTERISTIC 1[/b] ([i]Please copy and paste selected Characteristic[/i])
[b]CHARACTERISTIC 2[/b] ([i]Please copy and paste selected Characteristic[/i])
[b]GOVERNMENT NAME[/b]: ([i]IE: Terran Empire, Federation of Graal, etc[/i])
[b]10 RANDOM CITIZEN NAMES (First & Last if Plausible)[/b]:
Buildings [Every planet has 3 Build Slots. You may build these in those slots.] -- Industry (Costs 12 Income / 5 Labor): Generates +3 Labor. -- Tourism: (Costs 10 Income / 3 Labor): Generates X Income. [See PLANET TOURISM] -- Trade Hub (Costs 10 Income / 5 Labor): Allows for 5 Trade Lanes. -- Laboratory: (Cost 15 Income / 2 Labor): Generates +2 Research. -- Embassy: (Costs 8 Income / 3 Labor): Generates +1 Influence -- Garrison: (Costs 5 Income / 4 Labor): Creates Planetary Garrison. -- Orbital Shipyard: (Costs 16 Income / 8 Labor): Ships Built Here Finish 1 Turn Faster. -- Agriculture: (Costs 8 Income / 6 Labor): Generates +3 Food.
Units -- Explorer (Costs 12 Income / 8 Labor): May Explore. [-1 Income/Maintenance] -- Planetary Army (Costs 7 Income / 5 Labor): May Fight. [-1 Income/Maintenance] -- Troop Ship (Costs 5 Income/ 5 Labor): May Transport 1 Planetary Army. [-1 Income/Maintenance] -- Freighter (Costs 4 Income / 3 Labor): Uses Trade Routes. -- ??? -- ??? -- ???
Actions -- Colonize: Costs 15 Income, 15 Labor, 1 Population. Settles new Habitable Planet. -- Explore: Requires Explorer ship. Can explore Galactic North, South, East or West. Reveals new Systems. -- Research: Select category. Once adequate Research is accrued, random tech unlocks. -- Build: Builds selected buildings or units. -- Recruit Military Leader: Costs 10 Income. Generates 3 Random Leaders. 1 May be chosen.
Research (Select 1 Category. When prerequisite research is reached, 3 random techs will 'appear', and one may be selected) -- Economics -- Production -- Military -- Diplomacy -- Colonization -- Governance -- Subterfuge
FIOLIUN UNITS -- Explorer (In orbit of Vellmar) [-1 Income/Maintenance] [Wanderer] -- Troop Ship (In orbit of Vellmar [-1 Income/Maintenance] [Harbinger]
MITHRAN UNITS -- Explorer (In orbit of Hearthworld) [-1 Income/Maintenance] [Venture Star]
TECHNOLOGIES -- Concentrated Production: By dumping our production industries onto one planet, we can increase efficiency by up to 30%. -- When a planet has 3 Industry Buildings, that planet generates an extra +5 Labor.
--FTL Economics: Understanding how markets change and grow between lightyears is the fundamental first step to intragalactic finance. -- For every Space Lane under control, you gain +1 Income per turn. -- For every Major Trade Hub owned, you gained +5 Income per turn.
-- "Free Colonial Charter": Allowing those adventurers who wish to go forward with our blessing is important. -- May spend 20 Income and will colonize 1 chosen world (Habitable or not) and automatically generates +1 Population on that planet for free.
KIU UNITS -- Explorer (In orbit of F6) [-1 Income/Maintenance] [Q´allitch]
[_] The Preservers (1/3 Worlds | 19 Income | 13 Labor | 3 Influence | 4 Research --- PER TURN +9 INC | +12 LAB | +1 INF | +2 RES) -- Oros Prime [TROPICAL] (6/10 POPULATION): [Empty Build Slot 1] [Empty Build Slot 2] [Empty Build Slot 3] -- Habitable World 2 [AQUATIC] -- Habitable World 3 [AQUATIC]
THE PRESERVERS UNITS -- Explorer (In orbit of Oros Prime) [-1 Income/Maintenance] [Absolution]
TECHNOLOGIES -- -- Basic Automated Services: We can utilize advanced computing technology to help automate our services. -- All Colonized planets generate +1 Labor.
[_] The High Council of Anqallyt (1/1 Worlds | 19 Income | 20 Labor | 3 Influence | 4 Research --- PER TURN +9 INC | +10 LAB | +1 INF | +2 RES) -- Deftros (5/10 POPULATION) [DESERT]: [Empty Build Slot 1] [Empty Build Slot 2] [Empty Build Slot 3]
THE HIGH COUNCIL OF ANQALLYT UNITS -- Explorer (In orbit of Deftros) [-1 Income/Maintenance] [Wandering Eye]
[_] The New League of Empires (1/1 Worlds | 19 Income | 25 Labor | 3 Influence | 4 Research --- PER TURN +9 INC | +15 LAB | +1 INF | +2 RES) -- Deftros (5/10 POPULATION) [ICE]: [Empty Build Slot 1] [Empty Build Slot 2] [Empty Build Slot 3]
NEW LEAGUE OF EMPIRES -- Explorer (In orbit of Sirisai) [-1 Income/Maintenance] [UNNAMED?]
FUSO EMPIRE UNITS -- Explorer (In orbit of Gaishen) [-1 Income/Maintenance] [UNNAMED?]
DISCOVERED SYSTEMS
J3 System (Discovered by United Nations of Terra in 2901) -- Habitable World 1: [ICE] -- Habitable World 2: [AQUATIC] -- Habitable World 3: [TERRAN]
F6 System (Discovered by Killasumaq Ishatakh Union in 2901) -- Habitable World 1: [ICE] -- Habitable World 2: [DESERT] -- Habitable World 3: [SWAMP]
D9 System (Discovered by Mithran Union in 2901) -- Habitable World 1: [GAS GIANT] (-2 Building Slots) -- Habitable World 2: [DESERT]
I9 System (Discovered by Isari Combine in 2901) -- Habitable World 1 [AQUATIC]
A1 System (Discovered by Qol Cluster in 2900) -- Habitable World 1: [ICE] -- Habitable World 2: [BARREN] (Requires Terraforming Technology) -- Habitable World 3: [BARREN] (Requires Terraforming Technology) -- Habitable World 4: [BARREN] (Requires Terraforming Technology)
J2 System (Discovered by The Preservers in 2900) -- Habitable World 1: [GAS GIANT] (-2 Building Slots)
S5 System (Discovered by Mithran Union in 2900) -- Habitable World 1: [DESERT] -- Habitable World 2: [GAS GIANT] (-2 Building Slots) -- Habitable World 3: [BARREN] (Requires Terraforming Technology) -- Habitable World 4: [GAS GIANT] (-2 Building Slots)
Z4 System (Discovered by Fuso Mercantile Empire in 2900) -- Habitable World 1 [TERRAN] (UNIDENTIFIED LIFEFORMS DETECTED. NEED ANALYSIS).
W9 System (Discovered by Killasumaq Union in 2900) -- Asteroid Belt (NEED ANALYSIS)
H5 System (Discovered by High Council of Anqallyt in 2900) -- Habitable World 1 [UTOPIAN] [+10 INCOME] -- Habitable World 2 [GAS GIANT] (-2 Building Slots)
L3 System (Discovered by Uarshi Swarms in 2900) -- Habitable World 1 [SWAMP] -- Habitable World 2 [GAS GIANT] (-2 Building Slots) -- Habitable World 3 [ICE]
Y8 System (Discovered by the The New League of Empires in 2900) -- No habitable worlds.
G3 System (Discovered by the Fioliun Empire in 2900) -- Habitable World 1 [TERRAN] -- Habitable World 2 [GAS GIANT] (-2 Building Slots)
B1 System (Discovered by the Isari Combine in 2900) -- Habitable World 1 [DESERT]
U3 System (Discovered by the Zelloxian Empire in 2900) -- Habitable World 1 [AQUATIC] -- Habitable World 2 [GAS GIANT] (-2 Building Slots)
F3 System (Discovered by the Zelloxian Empire in 2901) -- Habitable World 1 [TERRAN] (UNIDENTIFIED LIFEFORMS DETECTED. NEED ANALYSIS).
Interested in playing, still tinkering with nation concepts to play as.
Could we have some examples of what we can do with Income, Labor, and Influence please? I think I have an idea for the first two, but how will influence be spent?
No problem, Shorticus! Posting frequently isn't as groundbreaking as is sending in your budget to me. Basically your budget is at the beginning of a turn you PM me something like "I have 25 Income, I'll spend 17 on 2 Battleships and 5 on.." etc. You'll see when I get the info up. Very simple!