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[Interstellar Empires] Round 4 begins, page 10!

PonyPony Registered User regular
edited December 2008 in Social Entropy++
So I made this forum-based board game I'd like to get some people to playtest.

You dudes interested? It's for six players.

Here's how it goes:

INTERSTELLAR EMPIRES
INTERSTELLAR EMPIRES

Interstellar Empires (or ISE) is a space-based strategy game designed specifically for being played on a message board. Inspired by board games like Twilight Imperium, Settlers of Catan, and Risk, ISE also draws concepts from computer games like Civilization and Masters of Orion.

In ISE, you create your own spacefaring race, and play with (or against) other players on a hex-based game board.

ISE is diceless, with no randomizing elements. Instead, conflicts and actions are resolved using a special system of Traits, while also utilizing pools of expendable points.

Because it is designed for being played on a message board, ISE uses an unorthodox system for gameplay turns: A designated game-master declares the beginning of a Round, and each player has a finite number of Actions that they can take that Round.

The game-master also declares at the beginning of the Round at what time the Round will end. The players have until the end of the Round to take their allotted Actions, in any order they choose. This can make the game as slow or frantic as the players choose to make it.

The players have to decide for themselves whether to do all their Actions as quickly as possible, before other players have had a time to react, or to sit back and hold until the last possible minute to see what others might do. The choice is up to each player, although it is recommended to take a balanced approach, doing your actions over the course of the Round, to give you the best mix of reaction time and strategy.

Victory in Interstellar Empires isn't necessarily about removing the other players from the game board by force of arms. The game uses a Victory Points system, with various points given out for different objectives, so that a player can choose to win in a way that best suits their individual strategy. Some of these objectives are accomplished without violence and by co-operating with other players, so it is truly all in how you decide to play.

The first step in participating in a game of Interstellar Empires is creating your empire!

CREATING YOUR EMPIRE
When you are creating your interstellar empire, you must first select its Traits.
There are 8 Traits: 4 Cultural, and 4 Political.

The Cultural Traits are:

Economic (E)
Philosophical (P)
Scientific (S)
Militant (M)

Each one of the Cultural Traits form the foundation of the different types of Actions you can take in Interstellar Empires. For example, Trade Commodities is an Economic Action, while Invade Colony is a Militant Action.

The different Actions are detailed in a section below.

Then there are the Political Traits, which are:

Oppressive (O)
Liberated (L)
Chaotic (C)
Disciplined (D)


The Political Traits act as modifiers on other Actions. Every Action is modified by two different Political Traits, one positively and the other negatively. For example, Invade Colony is a Militant Action, and is based on your Militant Trait. However, you add your Disciplined Trait to that as well, because a well-disciplined army is a more effective army. If you have points in your Chaotic Trait, however, this is subtracted from your value on the Invade Colony action, because a more chaotic society is less effective at warfare.

You have 5 points to spend on your Cultural Traits, and 5 points to spend on your Political Traits.

By choosing your Cultural and Political Traits carefully, you not only create an empire geared towards a specific strategy, you also create a species with a particular flavor to it.

Here's an example species, the Holy Empire of Kitarn:

The Holy Empire of Kitarn
Economic (E) - 0
Philosophical (P) - 2
Scientific (S) - 0
Militant (M) - 3

Oppressive (O) - 3
Liberated (L) - 0
Chaotic (C) - 0
Disciplined (D) - 2


The Kitarn are a religious empire. They are xenophobic, intolerant, bigoted, and cruel. They rigorously oppose free speech and thought, and their isolationist and brutal nature makes them poor neighbors indeed.

That's not just flavor text, though. As a result of how their Traits are arranged, the Kitarn are poor at actions like Research Technology, Cultural Exchange, and Establish Colony.
However, they are extremely good at Invade Colony, Suppress Unrest, and Rally Colony.
A person playing the Holy Empire of Kitarn would do well to play to their strengths: savagely taking colonies from other players, oppressing rebellion, and rallying and fortifying their holdings to keep anyone from giving their populace reason to question.

You can design your species any way you want. You might choose to go for a "jack-of-all trades" approach, or narrowly focus yourself towards a specific strategy. The choice is yours.

Additionally, while the game is in progress, you can slowly adjust your empire's Traits using the Paradigm Shift Action.

ACTIONS
In ISE, everything is determined by Actions. There are four main types of Actions: Economic, Philosophical, Scientific, and Militant.
There is a fifth type of Action, called Special Actions, but we'll touch on those later.

When a Round begins in ISE, every player is given a number of Actions by the game-master that he can take in that Round. Every Action detailed below counts as 1 of your Actions for a Round. You can take the same Action multiple times in the same Round, although each usage of it counts as a seperate Action.

The game-master will tell you when the Round will end, so make sure to take all of your Actions before the Round ends, because any unused Actions are lost and do not carry over to the next round.

Every Action you see below will use a specific kind of notation, using a capitalized letter in brackets. Those letters correspond to either a Trait, or one of the two kinds of pools: Resources and Influence.

So, for example, when the Smuggle Goods Action states you steal a number of (R) from your opponent equal to your (E)+(C)-(D), what it means is that you gain a number of Resources from your opponent equal to your Economic and Chaotic Traits, minus your Disciplined Trait. So, if you had Economic 3 and Chaotic 2, with Disciplined 1, you would steal 4 (R).

Negative Values: You can never have less than 0 on any value in this game. If your Traits would normally lower your value to less than 0, your result is instead 0.

For quick reference, here's a glossary:
(E) - Economic
(P) - Philosophical
(S) - Scientific
(M) - Militant
(O) - Oppressive
(L) - Liberated
(C) - Chaotic
(D) - Disciplined
(R) - Resources
(I) - Influence


The first 8 should already be familiar to you, because they are your Cultural and Political Traits.

The last two, Resources and Influence, are special pools of points that you generate or steal using certain Actions (like Smuggle Goods or Inspire Populace) and spend on other types of Actions (like Rally Colony or Research Technology).

There's no limit to how many Resources and Influence you can have. You start with 0 of each, and the Actions below detail how you gain or use them. Resources and Influence, once gained, remain until they are spent. They carry over from Round to Round if you don't spend them.

When an Action refers to a "sector", it's referring to a hex on the game board. When an Action refers to a Colony, it is referring to an inhabited sector that is claimed by a player.

Economic Actions (E)
Trade Commodities - Select a player with a Colony adjacent to one of your Colonies. You each gain (R) equal to your (E)+(D)-(C), adding 1 for each Colony that each of you have.

Produce Resources - Gain (R) equal to (E)+(D)-(C), adding 1 for each Colony that you have.

Smuggle Goods - Select a player with a Colony adjacent to one of your Colonies. That player loses (R) equal to your (E)+(C)-(D), which you now gain.

Annex Colony - Select a Colony owned by another player which is in a State of Unrest.
Compare your (E)+(O)-(L) to the Unrest Score of that Colony.
You may spend (I) and/or (R) to increase this value.
If your value is greater, you gain control of that Colony, and it is no longer in a State of Unrest.

Copy Technology - Select a player with a Colony adjacent to one of your Colonies. You may gain a Technology Upgrade that player has, so long as the value is equal to or less than your (E)+(C)-(D). You may spend (R) to increase this value.

Philosophical Actions (P)
Rally Colony - Select one of your Colonies. That Colony is now Rallied with a Rally Score of (P)+(D)-(C), +1 for each (I) you spend to Rally that Colony.

Cause Unrest - Select a Colony owned by another player that is adjacent to one of your Colonies.
Compare your (P)+(C)-(D) to his (P)+(D)-(C).
If the target Colony has a Rally Score, your opponent may add that score to his value.
You may spend (I) to increase your value.
If your value is greater than the opposing player's, then his Colony is in a State of Unrest with an Unrest Score equal to your (P)+(C)-(D), plus any (I) you spent to Cause Unrest.

Appease Unrest - Select one of your Colonies that is in a State of Unrest.
Compare your (P)+(L)-(O) to the Unrest Score of the Colony.
You may spend (I) to increase your value.
If your value is greater than the Unrest Score, then the Colony is no longer in a State of Unrest.

Cultural Exchange - Select a player with a Colony adjacent to one of your Colonies. You each gain (I) equal to your (P)+(L)-(O), adding 1 for each Colony that each of you have.

Inspire Populace - Gain (I) equal to (P)+(L)-(O), adding 1 for each Colony you have.

Scientific Actions (S)
Establish Colony - Select a sector of space that is not owned by any player that is adjacent to one of your Colonies. You establish a Colony in that sector and claim it. Additionally, you gain (R) equal to (S)+(L)-(O).

Research Technology - You develop a Technology Upgrade with a base value of (S)+(L)-(O). You may spend (R) to increase this value.

Share Technology - Select a player with a Colony adjacent to one of your Colonies. That player may develop a Technology Upgrade you possess that they do not already possess. You gain (R) equal to (S)+(D)-(C) plus that player's (E)+(L)-(O).

Militant Actions (M)
Invade Colony - Select a Colony owned by another player that is adjacent to one of your Colonies.
Compare your (M)+(D)-(C) to his (M)+(D)-(C). He also adds that Colony's Fortification Score to his value.
You may spend (R) to increase your value. If your value is greater than his, you take control of his Colony, although it is in a State of Unrest with an Unrest Score of his (M)+(L)-(O).

Suppress Unrest - Select one of your Colonies that is in a State of Unrest.
Compare your (M)+(O)-(L) to the Unrest Score of the Colony.
You may spend (I) to increase your value.
If your value is greater, then the Colony is no longer in a State of Unrest.

Assassination - Select a Colony with a Rally Score owned by another player that is adjacent to one of your Colonies. Reduce the Rally Score of that Colony by your (M)+(C)-(D).

Sabotage - Select a Colony with a Fortification Score owned by another player that is adjacent to one of your Colonies. Reduce the Fortification Score of that Colony by your (M)+(C)-(D)

Fortify Colony - Select one of your Colonies. That Colony is now Fortified with a Fortification Score equal to your (M)+(D)-(C), +1 for every (R) you choose to spend.

Privateering - Select a player with a Colony adjacent to one of your Colonies. That player loses (R) equal to your (M)+(C)-(D), which you now gain.

Special Actions
Special Actions are not based on any of your Traits, and do not cost any Resources or Influence. They still count as part of your Actions for a Round.

Paradigm Shift - You may lower one of your Cultural or Political Traits by 1, increasing another Cultural or Political Trait by 1. You may only exchange points between Traits of the same kind (Cultural to Cultural, or Political to Political).

Abolish Colony - Select one of your Colonies. You remove that Colony, and no longer control that sector. You may not perform this action if you only have 1 Colony.

Surrender Colony - Select one of your Colonies that is adjacent to another player's Colony. That player takes control of the selected Colony, retaining any Rally Score or Fortification Score it may have. If the Colony is in a State of Unrest, it remains in a State of Unrest with the same Unrest Score. If there is more than one player that is adjacent to the Colony you are surrendering, you may choose which player you are surrendering that Colony to. You may not perform this action if you only have 1 Colony.

Special Rule: State of Unrest
A few Actions refer to Colonies that are in what is called a State of Unrest. When a Colony is in a State of Unrest, its populace are revolting against the empire and they aren't getting much done in the way of anything productive. A Colony that is in a State of Unrest has an Unrest Score, which must be equalled or overcome by several other Actions in order to end it (such as Appease Unrest or Suppress Unrest).
When one of your Colonies is in a State of Unrest, it is still considered your Colony. However, for the purposes of Actions that count the number of Colonies you have (such as Produce Resources or Rally Populace), it does not count. Additionally, for Actions that require another Colony or sector to be adjacent to one of your Colonies, a Colony in a State of Unrest does not count.
You also cannot Fortify or Rally a Colony that is in a State of Unrest.
There are multiple ways to end a State of Unrest, and it is strongly recommended that you do so as soon as possible, because a Colony in a State of Unrest is vulnerable to attack and annexation.
TECHNOLOGY UPGRADES
A few Actions allow you to gain Technology Upgrades. In each upgrade listed below there is a Cost. When using an Action such as Research Technology, you would need to have a value equal to or greater than the Cost to gain that Technology Upgrade.

Subspace Trade Routes - Cost: 5 - When using the Trade Commodities Action, you may trade with any player, even if they do not have a Colony adjacent to one of your Colonies.

Advanced Production - Cost: 12 - When using the Produce Resources Action, each Colony you have adds +2 to the (R) you receive, instead of +1.

Interstellar Thieves Guild - Cost: 6 - When using the Smuggle Goods Action, you gain twice the amount of (R) that the target player loses.

Propaganda Drive - Cost: 2 - When using the Annex Colony Action, you may add your (P) to your value to overcome the Unrest Score of the Colony.

Improved Quality of Life - Cost: 6 - All of your Colonies have a starting Rally Score of 1, even if you have not used the Rally Colony Action on them.

Foreign Revolutionaries - Cost: 2 - When using the Cause Unrest Action, you may add your (E) to your value.

Civic Unity - Cost: 4 - When using the Appease Unrest Action, every (I) you spend increases your value by +2 instead of +1.

Interstellar Embassy - Cost: 5 - When using the Cultural Exchange Action, you may select any player, even if they do not have a Colony adjacent to one of your Colonies.

Communications Network - Cost: 10 - When using the Inspire Populace Action, each Colony you have adds +2 to the (I) you receive, instead of +1.

Exploration Corps - Cost: 2 - When using the Establish Colony Action, you gain an additional 2 (R).

Superior Armada - Cost: 8 - When using the Invade Colony Action, you gain an additional +2 to your value.

Planet Buster - Cost: 15 - When using the Invade Colony Action, you can choose to use weapons of mass destruction to completely annhilate his Colony. If you succeed, you do not gain control of the Colony. Instead, the Colony is destroyed and the sector reverts to neutral status.

Wormhole Projectors - Cost: 20 - When using the Invade Colony Action, you can select any Colony to invade, even if it is not adjacent to one of your Colonies.

Defensive Structures - Cost: 6 - All of your Colonies have a starting Fortification Score of 1, even if you have not used the Fortify Colony Action on them.

Stealth Raiders - Cost: 5 - When using the Privateering Action, you may select any player, even if they do not have a Colony adjacent to one of your Colonies.

VICTORY POINTS
Interstellar Empires can only be won through Victory Points. You attain these points through completing the objectives below. At the beginning of a game, the game-master will set a specified amount of Victory Points required to win the game.
Unless stated otherwise, objectives can be completed multiple times.

Taking a Colony from another player (via the Annex Colony or Invade Colony Actions) - 1 VP
Ending a State of Unrest in one of your Colonies (via the Appease Unrest or Suppress Unrest Actions) - 1 VP
Using the Trade Commodities Action with another player for the first time (can only be claimed once per player you trade with) - 1 VP
Using the Cultural Exchange Action with another player for the first time (can only be claimed once per player you exchange with) - 1 VP
Using the Share Technology Action - 1 VP
Using the Cause Unrest Action successfully - 1 VP
Eliminating another Empire - 2 VP

ELIMINATION
It is possible that all of your Colonies are taken from you and you have none. If this happens, you are eliminated from the game. The player who eliminated you will gain 2 Victory Points.

I've got a six player board set up here:
ISE-Starter.jpg

who wants to try this out?

Pony on
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Posts

  • QuetziQuetzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User, Moderator mod
    edited November 2008
    This certainly sounds fairly awesome from what I've read so far

    I may be interested, as I'm certain is expected

    Quetzi on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited November 2008
    Is it compatible with Mac OSX?

    Szechuanosaurus on
  • PonyPony Registered User regular
    edited November 2008
    Is it compatible with Mac OSX?

    you are a bad person

    Pony on
  • HacksawHacksaw J. Duggan Esq. Wrestler at LawRegistered User regular
    edited November 2008
    I am all kinds of interested in this.

    Hacksaw on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited November 2008
    Pony wrote: »
    Is it compatible with Mac OSX?

    you are a bad person

    I think you need to tighten up the graphics in level 3.

    (I'm still reading through the rules. It's like Alpha Centauri only multiplayer. And played in your head).

    Szechuanosaurus on
  • PonyPony Registered User regular
    edited November 2008
    Pony wrote: »
    Is it compatible with Mac OSX?

    you are a bad person

    I think you need to tighten up the graphics in level 3.

    (I'm still reading through the rules. It's like Alpha Centauri only multiplayer. And played in your head).

    yeah pretty much

    i took ideas from all kinds of board games and video games

    primary inspirations came from masters of orion and twilight imperium, but there's ideas from all over the place in there.

    if people are interested in playing, the best step would be to whip up a species

    Pony on
  • trentsteeltrentsteel Registered User regular
    edited November 2008
    Ok tomorrow night at work I will have time to read these rules and most likely play.

    trentsteel on
    http://www.botsnthings.com/
    I made a TD for iphone and windows phone!

  • stimtokolosstimtokolos Registered User regular
    edited November 2008
    I'll play if there is space for me.

    How long were you thinking of running each turn for pony?

    stimtokolos on
  • PonyPony Registered User regular
    edited November 2008
    I'll play if there is space for me.

    How long were you thinking of running each turn for pony?

    that i am not sure yet.

    Currently, I am thinking like, 5 actions per player in a 24 hour span?

    i dunno.

    that's definitely a flux thing.

    Pony on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    I'm in.

    Me Too! on
  • PonyPony Registered User regular
    edited November 2008
    For those of you trying to wrap your heads around the rules, here's a bunch of example races I made:
    Ak'thul Dynasty
    Economic (E) - 2
    Philosophical (P) - 1
    Scientific (S) - 2
    Militant (M) - 0

    Oppressive (O) - 0
    Liberated (L) - 2
    Chaotic (C) - 0
    Disciplined (D) - 3

    The Ak'thul Dynasty follow an enlightened philosophy of prosperity and benevolence. Non-violent by nature, their strict philosophical values keep them from indulging in wild capitalism despite being vibrant traders.

    Recommended Strategies: Develop technology and share it. Seek out other empires and make trade and cultural exchange with them. Avoid war, and do not seek to create discord for other nations. While you lack military might, your strict discipline and capability for great wealth and technology can compensate if some other warmongering species seeks out trouble with you.

    The Tribes of Shoon
    Economic (E) - 2
    Philosophical (P) - 2
    Scientific (S) - 1
    Militant (M) - 0

    Oppressive (O) - 0
    Liberated (L) - 0
    Chaotic (C) - 5
    Disciplined (D) - 0

    Not so much a species as a coalition of free-wheeling galactic anarchists rejected from other cultures, the Tribes of Shoon are essentially a roaming gang of smugglers and thieves. They are barely a nation by any measure, but are nonetheless a force to be reckoned with.

    Recommended Strategies: Focus on stealing resources and using the Cause Unrest and Annex Colony actions to acquire space from other nations. Give warrior nations a wide berth, because they'll mop the floor with you. Seek out the peace-loving suckers who want to trade with you, and then steal their technology. It is always easier for you to steal from others than make anything for yourself.

    Overhive
    Economic (E) - 0
    Philosophical (P) - 0
    Scientific (S) - 0
    Militant (M) - 5

    Oppressive (O) - 3
    Liberated (L) - 0
    Chaotic (C) - 0
    Disciplined (D) - 2

    The Overhive consumes. A vast insectoid swarm with a monsterous psychic mind directing all of it, the Overhive does not negotiate, create, or inspire. It does not reason or tolerate. It takes everything from everyone and leaves nothing behind.

    Recommended Strategies: Invade and oppress. Repeatedly. Only explore space in so far as to reach other nations, and then begin consuming them as quickly as possible. Feed the hive.

    Sagitarus Confederacy
    Economic (E) - 2
    Philosophical (P) - 1
    Scientific (S) - 1
    Militant (M) - 1

    Oppressive (O) - 0
    Liberated (L) - 2
    Chaotic (C) - 1
    Disciplined (D) - 2

    A democratic republic of different alien races, the Sagitarus Confederacy is adaptable and resourceful. While they might lack the brute force, high minded ideals, or technological focus of other nations, the Confederacy makes up for it by thinking on its feet and being able to adapt its strategy.

    Recommended Strategies: You're a jack-of-all-trades. Your best bet is to try to be peaceful with the neighbors who want to be, and get them to help support you against the neighbors who aren't so nice. You can utilize the Paradigm Shift action to change a point or two around per round with some startling results, so don't be afraid to shift quickly if you see a particular plan going badly.

    The Starlords
    Economic (E) - 2
    Philosophical (P) - 0
    Scientific (S) - 0
    Militant (M) - 3

    Oppressive (O) - 1
    Liberated (L) - 0
    Chaotic (C) - 2
    Disciplined (D) - 2

    A loose alliance of cybernetically augmented warlords, the armies led by the so-called Starlords are a dangerous foe to be reckoned with. They are scavengers, not innovators, and while they might seem like hones traders at first, they will just as quickly knife you in the back if they see the advantage.

    Recommended Strategies: You can do well in war and in peace, although you are at your best using piracy and underhanded tactics to soften an enemy up before going in for the kill. You are close to incapable of developing your own technology, but you can just as easily steal it from someone else.

    Theomachina
    Economic (E) - 0
    Philosophical (P) - 0
    Scientific (S) - 5
    Militant (M) - 0

    Oppressive (O) - 0
    Liberated (L) - 0
    Chaotic (C) - 0
    Disciplined (D) - 5

    The "god machine" is a singular mechanized planet, populated with drones and defense devices. It is not outwardly hostile, interested solely in exploring the galaxy and developing new technology. It is even willing to share such advances, although it has little else to trade.

    Recommended Strategies: Develop technology, and share it with the organics if they have technology to offer you. You lack any real economic, military, or philosophical might, but your single-minded machine nature will help protect you from most interference and makes you trustworthy in a deal.

    Pony on
  • stimtokolosstimtokolos Registered User regular
    edited November 2008
    Hey pony, with things like the trade technology perk, can people refuse to accept your technology, wasting your action?

    stimtokolos on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    Huh
    I like the Overhive, says the guy who made a superhero who did nothing but hit things

    Me Too! on
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    edited November 2008
    I'm game. even got a race statted up

    Caulk Bite 6 on
    jnij103vqi2i.png
  • PonyPony Registered User regular
    edited November 2008
    Hey pony, with things like the trade technology perk, can people refuse to accept your technology, wasting your action?

    not really

    for the same reason you can't refuse Trade Commodities or Cultural Exchange

    the stuff finds its way into your nation regardless of whether you want it to

    Pony on
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    edited November 2008
    Me Too! wrote: »
    Huh
    I like the Overhive, says the guy who made a superhero who did nothing but hit things

    if you think about it, the Overhive is pretty much an empire that does nothing but hit other empires.

    Caulk Bite 6 on
    jnij103vqi2i.png
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    I'm going to take my post-wake up/pre-errands nap and then write a race
    Save me a spot

    Me Too! on
  • PonyPony Registered User regular
    edited November 2008
    i intentionally set the Victory Points up in such a way that it is very lucrative to go around invading people.

    You get 1 point for the invasion, and then another point for quelling the rebellion

    and if you can eliminate a guy, there's another 2 points

    same thing with cause unrest/annex colony.

    that said, if you go tear-assing around the galaxy fucking other people up and racking up points quickly it won't take long for the other players to go "uhhhhh" and gang up on you

    Pony on
  • stimtokolosstimtokolos Registered User regular
    edited November 2008
    God I'm terrible at thinking up names

    I've got a race drawn up I just need a name.

    stimtokolos on
  • One Thousand CablesOne Thousand Cables An absence of thought Registered User regular
    edited November 2008
    This sounds pretty awesome. I'll throw my hat into the ring later today if there's space.

    One Thousand Cables on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    So it looks like Liberated really doesn't help your militant score any
    Or am I just sleepy and can't read

    Me Too! on
  • PonyPony Registered User regular
    edited November 2008
    Me Too! wrote: »
    So it looks like Liberated really doesn't help your militant score any
    Or am I just sleepy and can't read

    it basically doesn't

    it helps with science!

    and philosophy

    but having an enlightened nation doesn't really make you good at war

    although, that said, if you have high Liberated and a guy takes your country from you by force he's going to have a fuck of a time getting it under control.

    Pony on
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    edited November 2008
    I'm all set up

    The Allied Atheist Allegiance
    1012AAA.jpg

    Economic (E): 0
    Philosophical (P): 2
    Scientific (S): 2
    Militant (M): 1

    Oppressive (O): 2
    Liberated (L): 0
    Chaotic (C): 0
    Disciplined (D): 3

    Caulk Bite 6 on
    jnij103vqi2i.png
  • ValVal Registered User regular
    edited November 2008
    So interested in this. I'll probably try and work out a race tonight during work(aka right now) after I finish qeapping my head around the rules.

    Val on
  • stimtokolosstimtokolos Registered User regular
    edited November 2008
    Terribly written, it is late and I'm tired and awful.
    But this is the race I will play if there is space for me.

    The Soviet Space Dogs

    Decended from secret soviet experiments which launched hundreds of dogs towards Alpha Centauri. The Soviet Space Dogs liberated from their former masters and gifted with opposable digits due to a mutation in their genes courtesy of cosmic radiation seek to cement their role as Galatic Peacekeepers whilst furthering former masters' scientific endeavours.
    They seek to achieve their goals through use of their highly disciplined military supplemented by their advanced technology.
    Although wary of others they are willing to share their secrets in exchange for their security and that of the peaceful races who support them.


    Cultural traits:

    Economic = 0
    Philosophical = 0
    Scientific = 3
    Militant = 2


    Politcal Traits:

    Opressive = 0
    Liberated = 3
    Chaotic =
    Disciplined = 2

    laika.jpg

    Pictured: Laika, the psychic dog trained to communicate with the Soviet Space dogs back from mission control on Earth.

    stimtokolos on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    Gesseritian Womyn's Alliance
    Generations ago, those apeshit crazy feminists, the ones who spell shit funny, took off to find a world free of male oppression and to find a way to survive without men.
    Now that they can reproduce asexually through science, their sole goal is to wipe out men and their evil penises of death.

    Cultural traits
    Economic 0
    Philosophical 0
    Scientific 1
    Militant 4

    Political traits
    Oppressive 3
    Liberated 1
    Chaotic 0
    Disciplined 1

    This may be tweaked when I wake up and I read the rules again

    Me Too! on
  • PonyPony Registered User regular
    edited November 2008
    it's not a bad set up wiggin

    might wanna move the oppressive into disciplined because otherwise you suck balls at tech

    Pony on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited November 2008
    Man, you guys have some issues right thur. All space dongs and space feminists.

    Szechuanosaurus on
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    edited November 2008
    you are a terrible person, wiggin. welcome to the club.

    Caulk Bite 6 on
    jnij103vqi2i.png
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited November 2008
    Oh, space dogs.

    Well, I guess you bitches should get along just fine then.

    Szechuanosaurus on
  • PonyPony Registered User regular
    edited November 2008
    basically, when considering strategies of actions, plug your traits into the formulas given for each action

    for example, having (S) 1, (L) 1, and (O) 3 actually makes you rubbish at researching tech, it means to develop tech at all you are going to have to spend (R) which makes the single point in (S) and (L) both kind of useless.

    but if you make your society less oppressive, then you allow for more scientific development

    funny how that works, huh

    Pony on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    Pony wrote: »
    it's not a bad set up wiggin

    might wanna move the oppressive into disciplined because otherwise you suck balls at tech

    Really I just want to crush people under my massive tits
    But then I was like "well they figured out how to reproduce asexually probably ought to give them a point of science"

    Me Too! on
  • One Thousand CablesOne Thousand Cables An absence of thought Registered User regular
    edited November 2008
    If all the spaces fill up before I get a chance to put a race together, I suggest that someone create a race of space hippies to offset all these militant types. For one, it'll offset the harshness of those weapons, maaaaaan, and it'll also give philosophical/science-based builds a test.

    One Thousand Cables on
  • PonyPony Registered User regular
    edited November 2008
    Me Too! wrote: »
    Pony wrote: »
    it's not a bad set up wiggin

    might wanna move the oppressive into disciplined because otherwise you suck balls at tech

    Really I just want to crush people under my massive tits
    But then I was like "well they figured out how to reproduce asexually probably ought to give them a point of science"

    it's kind of a waste, the way you have it set up right now

    oppressive, as a trait, is largely useful for two things: annexing other systems and suppressing unrest

    suppressing unrest is kind of important if you are going to go around punching people in the dick, because every time you take over a colony by force it comes to you full of riots and hate

    Pony on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    Pony wrote: »
    Me Too! wrote: »
    Pony wrote: »
    it's not a bad set up wiggin

    might wanna move the oppressive into disciplined because otherwise you suck balls at tech

    Really I just want to crush people under my massive tits
    But then I was like "well they figured out how to reproduce asexually probably ought to give them a point of science"

    it's kind of a waste, the way you have it set up right now

    oppressive, as a trait, is largely useful for two things: annexing other systems and suppressing unrest

    suppressing unrest is kind of important if you are going to go around punching people in the dick, because every time you take over a colony by force it comes to you full of riots and hate

    Alright well than fuck that noise
    Disciplined and Oppressive it is
    Let the dick-burning begin
    All buildings will be built underground with a surface hatch in order to replace the phallic buildings we have now
    Now we will all live in metal vaginae instead of metal dicks

    Me Too! on
  • PonyPony Registered User regular
    edited November 2008
    there are also effective ways of taking people's stuff by causing chaos philosophically and then annexing them

    you go economic/philosophical, and then chaotic/oppressive.

    hit them with your free market politics and then buy their houses out from underneath them
    ferengi_highlight.jpg

    Pony on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited November 2008
    If all the spaces fill up before I get a chance to put a race together, I suggest that someone create a race of space hippies to offset all these militant types. For one, it'll offset the harshness of those weapons, maaaaaan, and it'll also give philosophical/science-based builds a test.

    If you be the conservationist hippy race I'll be the space penguins race.

    Szechuanosaurus on
  • PonyPony Registered User regular
    edited November 2008
    I'm going to sleep now.

    I'll check this thread when I get up, hopefully start playing tonight.

    Pony on
  • Me Too!Me Too! __BANNED USERS regular
    edited November 2008
    I'm going to write a build for the Patchouli Council right now

    Me Too! on
  • ValVal Registered User regular
    edited November 2008
    So here's what I came up with.

    The Galactic Trade Organization.

    The GTO is quite simply free market economy taken to its extreme. Consisting of both legitimate traders and their less legitimate counterparts the GTO population spans all known races of the galaxy their only common denominator being their willingness to do almost anything for a profit(and in some cases anything) and their willingness to cut the central body of the GTO in on their profits in return for a safe port in a storm and protection from the galaxy's less scrupulous inhabitants(of which numerous of the organizations members can certainly be counted). Sharing no philosophical ideology and only a token peace keeping force the GTO relies heavily on the economic and scientific know how of its individual members to survive. While a central body provides ports, collects taxes and maintains order within areas around these ports as a whole the GTO is a very liberated and chaotic entity with no real goals other than that of making more money and provide safe environments for endeavors towards this end.

    Cultural Traits:

    Economic (E) 2
    Philosophical (P) 0
    Scientific (S) 2
    Militant (M) 1

    Political Traits:

    Oppressive (O) 0
    Liberated (L) 3
    Chaotic (C) 2
    Disciplined (D) 0

    Val on
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