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| | Arc III: Corruption (Cont.) | |
|
+9MercurySteam Tiel+ Luna Groot DeadlyMiddie Joel Commander Error ACH0225 Iv121 13 posters | |
Should we use the proposed system for fleets and/or planets? | Yes, I can dig all of it. | | 67% | [ 6 ] | No, y u want us to write so hard ლ(ಠ益ಠლ) | | 11% | [ 1 ] | I only really like the Fleet breakdown revision. | | 0% | [ 0 ] | I only really like the Planet tracking revision. | | 22% | [ 2 ] |
| Total Votes : 9 | | Poll closed |
| Author | Message |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Arc III: Corruption (Cont.) Sat Dec 28, 2013 3:37 am | |
| - Original OP:
- Hierarch Fenway wrote:
- It has been 200 years since the final Virus controlled world fell.
Only 50 since the last vestiges of the Conspiracy were stamped out.
The sector has returned to an uneasy peace.
But something has been uncurling in the darkness between worlds. A terrible, vile thing. It was not sentient, though it could be argued that it is. It was not matter, but it could be argued that it is. It leaves no imprint of presence on our world.
Yet, it has. Approximately 1 standard week ago, the timeline shifted. Slightly. A minor rewrite, a small detail here or there. In the grand scheme of things, it made no real difference. Nobody noticed the changes, simply because they never realized the original timeline existed in the first place.
The change amounts to this; every government in the sector changed leaders at precisely the same time.
The Corruption waits.
__________________________________________________________________________________________
This is an Empire RP. And as such, it follows it's rules. I intend on taking this very far.
As always;
1.) No Godmodding, controlling other's actions to a huge extent. Self explanatory.
2.) No Overpowered stuff. If it's unbeatable or super powerful, chances are, it's overpowered. Don't use it.
3.) I am the GM. You listen to me. If I say jump, you say 'how high'.
Extra Info
1.) For one of the first times in history, an overarching galactic code has been established. Named the 'Perfectum Codice," this organization is a joint effort between the S.D.I, the E.C, and the U.G.C to enforce standard laws throughout the sector, whether they oversee government actions or smaller operations. It's law is enforced by a joint S.D.I, U.G.C, and E.C force. This organization's purpose was to prevent a web like the conspiracy from ever happening again, because it can quickly throw the sector into chaos, as it did 80 years ago.
2.) Superweapons. There are none.
Confused? Here's why; The Conspiracy. After agents of the conspiracy seized multiple extremely-powerful superweapons, they nearly destroyed countless highly important worlds. At the end of the crisis, every empire unanimously agreed to decommission and destroy their superweapons. The S.D.I oversaw this. A few nations refused to dismantle them, so the S.D.I destroyed them for those empires.
3.) The Corruption doesn't exist in the normal sense of the word. But it does. As such, you cannot really directly interact with it. That's my job; I will be handling corruption events. If they happen at all. It might just be a name. You don't know what corruption events will do.
4.) Superships are forbidden. Ships cannot exceed 1 km in any dimension, and this will be decided on a case-by-case basis (Your super-cube is forbidden). HOWEVER, any existing superships do NOT have to be destroyed, merely decommissioned and stripped of functional components, like weapons or reactors, and dumped in orbit around Halogen III. This applies to MILITARY ships. Not Civilian ships.
5.) Halogen III is the galactic junkyard. All old and destroyed ships and such is dumped in orbit around this planet. Kessler syndrome is SEVERE: Surface also uninhabitable.
6.) Maybe other things. BTW, as of this RP, the Conspiracy is rendered NULL and VOID. It was destroyed at the end of ARK II, 50 years ago.
Now... Application time.
Empire Name:
New Leader(s):
Government Type:
Alliances (if any):
Capital Planet:
Military Strength(Out of 10):
Economic Strength (Out of 10):
Societal Freedoms (Out of 10):
Brief Description:
Flag/Emblem (Optional):
Here's an example app for NeoRome:
- Spoiler:
Empire Name: The NeoRoman Hierarchy New Leader(s): Hierarch Alastor Government Type: Meritocracy Alliances (if any): Member of the S.D.I Capital Planet: Antioch IV Military Strength(Out of 10): 9 Economic Strength (Out of 10): 8 Societal Freedoms (Out of 10): 8 Brief Description: The NeoRoman Hierarchy is one of the superpowers existing in the Local Sector. Focused on technology and power, NeoRome is one of the leaders in technological innovation and is powerful in many aspects. While NeoRome is indeed prone to disaster, it is extremely resilient and will come back every time. Always. Flag/Emblem (Optional):
Perfectum Codice
Super-Weapon Measure
In response to the countless worlds destroyed during the Conspiracy Crisis, the first act of the Perfectum Codice is to outlaw and destroy all Super-Weapons in existence.
1.) Definition
A Super-Weapon is described as a military weapon designed to;
A.) Inflict extreme damage to planets, capable of completely destroying the planet or biosphere,
B.) Utilizes excessive amounts of energy or matter to achieve the above goal, on an order of magnitude greater than standard Starship reactors,\
C.) Is capable of achieving said extreme damage within minutes or hours of first firing.
2.) Destruction
All nations within the sector shall be required to;
A.) Deactivate ALL Super-Weapons in their possession within 3 standard days,
B.) Inform the Perfectum Codice of their possession of a Super-Weapon(s) within 5 standard days,
C.) Dismantle the Super-Weapon under the supervision of a Perfectum Codice fleet,
D.) Dispose of the primary Super-Weapon components properly through the Kia-Unix Black Hole.
The Perfectum Codice does not require that secondary components, such as hull plating or low-level electronics, be destroyed. These components may be recycled, which will be decided on a case-by-case basis.
3.) Non-Compliance
If any nation within the sector (and beyond) refuses to comply with this resolution;
A.) A Perfectum Codice fleet will be dispatched to dismantle the Super-Weapon for the nation,
B.) Diplomatic Sanctions shall be placed upon the nation,
Should the nation resist dismantling;
A.) The Super-Weapon will be destroyed with extreme prejudice by a Perfectum Codice fleet,
B.) The Perfectum Codice will declare the nation a high-level threat and will declare war.
3.) Ban
All nations within the sector are disallowed from;
A.) Constructing, funding, or otherwise promoting a Super-Weapon or an form thereof,
B.) Reactivating ancient artifacts (Such as ARK Stations) in any way, for any purpose, until the artifact can be verified as not being a Super-Weapon or capable of being used as one,
C.) Putting forth any resolution or measure which strikes down the Super-Weapon ban from the Perfectum Codice.
4.) Enforcement
The ban will be enforced by Perfectum Codice fleets with extreme prejudice. Any violations of the measure shall be dealt with swiftly, and severely.
Guys. Guys. I am assuming direct control of this RP. First things first, let's solidify/change/introduce some stuff.
- The three alliances are the Stellar Defense Initiative, the United Galactic Conglomerate, and the Equestrian Coalition.
The SDI is a program launched by the Strigiforme Nationalized Kingdom that focuses on aggregating military might from member factions as a means to enforce order throughout its sphere of influence. It's thusly more of a joint security agreement than a confederation, and is represented by an ambassador of the SNK in Perfectum Codice affairs.
By contrast, the Equestrian Coalition is composed of strong advocates of diplomacy for the purposes of uniting the galaxy. Members are also required to promote individual welfare and achieve a high standard of living for their citizens, a priority often derisively likened to a 'bread and circuses' routine, but one that works very well regardless. It is represented by an ambassador of the Moboquestrian Republic.
But the proverbial black sheep of the line-up is the United Galactic Conglomerate. Founded by the Darkstar Corporation in an attempt to reach out to potential customers outside of the SDI (to which it had been denied membership thanks to some dirty politics), the Conglomerate has since grown from a mere trading network to a full blown defensive alliance, seen by many as an alternative to the heavy-handed tendencies of the SDI. Darkstar has done its best to maintain the organization's core values of economical growth, though, and also represents it in the Perfectum Codice.
You can also be isolationist and still participate in the PC, just be aware that no one's going to be there to help you out.
- Unlike the three existing alliances, which are merely loose defensive pacts, the Perfectum Codice is more of a UN-like organization. It is no more restrictive, however - only requiring an ambassador from the SDI, UGC, & EC and a panel of delegates from each faction they represent to serve its function as a deterrent to corruption. Consequently, though, it holds as much weight as its counterpart in the real world as every move necessitates bureaucracy at every level to prevent gross dramatic irony. While the PC does have fleets at its disposal, they are marginalized units raised from the existing forces of the Big Three.
- As such, arms restrictions are enforced with extreme prejudice to prevent any sole faction from becoming too powerful.
- In addition to existing rules, bear in mind that if something looks off I'll probably say something, being Tiel. Stuff like dreadnoughts being built in a fortnight, etc...I mean, just in general, here are some guidelines:
If you do something that enables another action, please reference it in the action. So, for example, if "Generic Empire raises taxes 20%", they would then say "Thanks to Generic Empire raising taxes 20%, it was able to afford some shiny new ships."
Unless you have a high SPI, things you want to get done are going to take a while. Try to build up to them, ie, don't say "my empire is the build 20 frigates", do "I am the commission so-and-so shipyards to make a squadron of ships, which will be done in x weeks"
Oh, yeah, weeks. This hasn't worked all that well in the past, but yolo. Every day is a galactic week. If you're doing something, give a timestamp of weeks...if no one says anything you're good to go, if it needs to be changed you will change it or be booted. That's just how it works.
Really, just listen to any GM period. Cats can GM if he wants, as can Fenway if this takes off and he doesn't want to go back to the old one.
Battles will work like this: upon either of two parties electing to engage in combat, they will state the site of the engagement and the task force they are sending (along with any caveats like commanders, etc). Upon this happening the victims can either state their own task force (just what's there at the time, please), or waive the ability to receive a possibly positive outcome from the GM in exchange for specifying the conditions of the defeat of their task force at the battle. Note that this is your defeat - you're not allowed to make a voluntary defeat a pyrrhic victory for the aggressor unless you have a task force on location and accept that every last ship in it is destroyed at equal cost to the invader. You're also not allowed to concede the battle if other factions send task forces in the time between your being 'attacked' and a GM posting an outcome.
Which to do? Basically the criteria for deciding the battle is going to strongly rest on your empire's stats and the location of the battle. If you have high wealth, your task force is going to be better equipped. If you have high military, you're going to have a heck of a lot more of them. If you have a high SPI, your task forces are going to perform better on the field of battle. And most importantly, just where the combat occurs is going to impact how long friendly task forces take to arrive and whether or not you'll be reinforced by your faction's reserves (military score permitting).
- Apps will be submitted as follows
Empire Name: Your John Hancock, except way bigger.
Alliance (SDI/UGC/EC): What alliance you defer to. Isolationism is an option, albeit a vulnerable one.
Head Person(s)/Groups: Your El Presidente, Fearless Leader, or Council if applicable
Government Type: Self-explanatory
Capital: Where your seat of government lies.
Key Planets: List planets or other celestial bodies crucial to what you do, including your capital. The total number must be equivalent to your size statistic. Also, note the defense level of each - I is a backwater garrison, V is a fortress world.
Wealth: How lively your faction's economy is, where 36 is the average (active, but not booming)
- Explanation:
The overall prosperity of a faction via its Gross Domestic Product (GDP) per capita; average income per person annually before costs are deducted. A high Wealth score means you'll be able to build more stuff and just be more advanced in general. Each point in this category represents a thousand credits; anything under 18 indicates a dying economy.
Size: On a scale from 1 to 10, how big is your faction? 1 point = 1 solar system. As noted above, the number you put here will be how many locations you must list under Key Planets. - Explanation:
Each point represents a star system under a faction's direct control, which as you know contain multiple planets apiece. Only the few that are of immediate importance to a faction's day-to-day operations must be listed under Key Planets, however.
Military: A gauge of the size of your faction's military, where 3 is just enough to protect your interests and 20 is enough to sustain multiple engagements simultaneously. Note that the value you put here is how many fleets you will be able to field initially. - Explanation:
A measure of marshal might in terms of manpower (in the case of ai, how many would be needed without them). Note that this is raw force; how many warships you have, how many army components you have, and how well both are equipped are determined by the Wealth affinity. This point value represents the percentage of your population that are in your military, be they reservists, active duty, or even support personnel.
Social Progress Index: The extent of government intervention & personal freedom in your empire. 70 is a socialistic utopia, 25 is a near-anarchy. Anything outside that range (25-70) is unsustainable as a nation and will render an application invalid. - Explanation:
How much a faction's denizens' needs are being met. A high point value is indicative of high government intervention in the name of the common man - basically a socialistic utopia when maxed out at 70. A low score represents more freedom and laisse-faire practices, but anything under 30 means your people's needs aren't being met. The lower boundary is 25, since values less than that can't be called a state at all, more like anarchy.
You have a total of 100 points to spend, unless you are Ivan, Lightspeed, or ACH, who have 110 due to their status as superpowers. Bear in mind that these can be increased through various actions.
Wealth through stuff like trade with other players and funding expansion of the private sector Size through establishing colonies or taking them from other empires Military cannot be expanded without creating a new fleet, which takes a point away from Wealth. SPI increased through doing government programs such as stimulus, or removing them..
- After some thought I am going to go ahead and mandate the End-of-post Report. Here is your template:
- Code:
-
[spoiler="End Report"]
[size=14][u]Status[/u][/size] Wealth: [b]x[/b](+0 in y weeks) Size: [b]x[/b](+0 in y weeks) Military: [b]x[/b](+0 in y weeks) SPI: [b]x[/b](+0 in y weeks)
[size=14][u]Fleets[/u][/size]
Fleet 1 (type):[i]Assignment[/i] Fleet 2 (type):[i]Assignment[/i] Fleet 3 (type):[i]Assignment[/i] Fleet 4 (type):[i]Assignment[/i] Fleet 5 (type):[i]Assignment[/i] Fleet 6 (type):[i]Assignment[/i]
Task Force Alpha: [i]Action[/i] Task Force Beta: [i]Action[/i]
[size=14][u]Planets[/u][/size]
Key Planet: Defense level x(+0 in y weeks) Key Planet: Defense level x(+0 in y weeks) Key Planet: Defense level x(+0 in y weeks) [/spoiler] You will be required to copy this and fill it with the appropriate data at the end of each of your posts.
FYI: Two or more ships make an Element. Two or more Elements make a Squadron. Two or more Squadrons is a Fleet. You can break these down or just send them whole in Task Forces, which are the only way to organize external movements like attacking and reinforcing an ally.
Corvette Element: Basically a wing of corvettes. Frigate Element: A handful of frigates grouped with light corvette support. Destroyer Element: A few Destroyers.
Cruiser Squadron: A few Cruisers with some Frigate Elements Carrier Squadron: A single Carrier with Destroyer Elements for support Mixed Squadron: Several Destroyer Elements supplanted by Corvette Elements
Line Fleet: Several Cruiser Squadrons arrayed around a Dreadnought Carrier Fleet: A couple Carrier Squadrons further supported by multiple Mixed Squadrons Superweapon: If it ever becomes applicable, these things fly alone.
Basically the idea is to eliminate the origin of asspull entirely by doing away with manipulating single ships and consolidating them into formations whose size varies depending on the owning empire's military score, allowing us to accurately declare our faction's standing navy.
- We are resuming where the last RP cut off - the Perfectum Codice fleet is inside Cavnin space demanding they dismantle the pocket supercarriers.
Empire Name: Taln Protectorate Alliance (SDI/UGC/EC): Isolationist Head Person(s)/Groups: Directorate Government Type: Timocratic Oligarchy Capital: Cayla Key Planets: Cayla (V) Ruvakay (II) Shav (II) Hiigar (IV) Alys (II) Olin (III) Wealth: 17 (GDP per capita is 17,000 credits. A stale economy that's not growing any time soon.) Military: 17 (17% of the population is in service with the military - a large force with some offensive capability) Size: 6 (Fairly substantial empire) Social Progress Index: 60 (Tiens are proponents of big government. Whether this will impede or expedite the coming corruption's pace remains to be seen.) Also like before going to PM our corrupter. - Oldstuff:
[*]Faction classifications are also to be revised as follows: Wealth reflects the overall prosperity of a faction via its Gross Domestic Product (GDP) per capita; average income per person annually before costs are deducted. Each point in this category represents a thousand credits; anything under 18 indicates a dying economy. Military is a measure of marshal might in terms of manpower (in the case of ai, how many would be needed without them). Note that this is raw force; how many warships you have, how many army components you have, and how well both are equipped are determined by the Wealth affinity. Each point equates to one million active duty personnel...in addition, your military's reserves will be calculated through multiplying this figure by a factor of 1.2 Social Progress Index as the name would imply, how much a faction's denizens' needs are being met. A high point value is indicative of high government intervention in the name of the common man - basically a socialistic utopia when maxed out at 70. A low score represents more freedom and laisse-faire practices, but anything under 30 means your people's needs aren't being met. The lower boundary is 25, since values less than that can't be called a state at all, more like anarchy. You have 100 points in total to spend. For an example using these, see the United States. Wealth: 36 (GDP per capita is ~36,000 euros. A reasonably economically successful nation that would theoretically have much to spend on defense and policy) Military: 14 (Where each point equals 100,000 active duty personnel since only Japan's broken the 6mil mark. A score of 14 means that were the US a space empire it'd have enough manpower to throw its weight around like today. The above-average Wealth affinity also means it can afford to equip them with force multipliers like drones and assault vehicles) SPI: 50 (The US of past years really tread the middle of the line as far as laisse-faire vs a command economy. We've had just enough of both to ensure economical growth and the good of the common man. The amount of freedom also motivates our military.) For how this translates to what we're doing here, see Average Empire for the values that'd be considered typical Wealth: 37 (GDP per capita of 37,000 credits. Commerce is active and gradually growing in scale, and while the middle class is particularly prevalent, only a few citizens are exceedingly rich in material goods) Military: 8 (A decent sized armed forces of 8 million active duty personnel that stands a fighting chance on the offensive, especially given the respectable navy and equipment afforded to them by their stable economy) SPI: 55 (Not quite a space-age Sweden, but possesses a notable amount of social policies to ensure no one goes to bed hungry if they strive hard enough as well as a quasi free-market economy. This environment breeds devotion and competence among the empire's armed forces.) - Proposal:
Also, uh, while we're here. Let me propose something to you: Two or more ships make an Element. Two or more Elements make a Squadron. Two or more Squadrons is a Fleet. Corvette Element: Basically a wing of corvettes. Frigate Element: A handful of frigates grouped with light corvette support. Destroyer Element: A few Destroyers. Cruiser Squadron: A few Cruisers with some Frigate Elements Carrier Squadron: A single Carrier with Destroyer Elements for support Mixed Squadron: Several Destroyer Elements supplanted by Corvette Elements Line Fleet: Several Cruiser Squadrons arrayed around a Dreadnought Carrier Fleet: A couple Carrier Squadrons further supported by multiple Mixed Squadrons Superweapon: If it ever becomes applicable, these things fly alone. Basically the idea is to eliminate the origin of asspull entirely by doing away with manipulating single ships and consolidating them into formations whose size varies depending on the owning empire's military score, allowing us to accurately declare our faction's standing navy. What we can then also do is have your list of Fleets in every post you make with their assignments as sort of an end turn thing. So, for example Fleet 1 (Line): On Patrol (1 Cruiser squadron assigned to Task Force Alpha) Fleet 2 (Line): Task Force AlphaFleet 3 (Carrier): Task Force AlphaFleet 4 (Carrier): RetrofittingTask Force Alpha: Holding Station over HiigarAgain, having this in every post (probably spoilered) would make it immensely easier to keep tabs on faction force distribution to prevent asspull to the 90th degree. Fleets would be able to be sent to different planets, but only Task Forces made from them and their building blocks (Elements & Squadrons) would be able to be sent on the offensive. I think what we could also do is have your military score be the number of fleets you can maintain at any given time. While we're on this note, something I'm also on the fence about is requiring a list of planets to be made by each faction upon application. Right now RP is more of an act and react kind of deal when it comes to anything other than building and making alliances. It's of course unreasonable to require what could possibly be over a hundred unique names, but if we were to just need to name at least 6 centers of industry and other notable things and just say the rest is comparatively unimportant..we could work with that. Any attacks on those outlying worlds would basically be interpreted as attacks on that space in general that will be deflected/do something depending on how many fleets are in patrol mode and empire stats. Anyway, we could keep track of this, too! So like your end turn report could be like - End Report:
Fleets Fleet 1 (Line): On Patrol (1 Cruiser squadron assigned to Task Force Alpha)
Fleet 2 (Line): Task Force Alpha
Fleet 3 (Carrier): Task Force Alpha
Fleet 4 (Carrier): Retrofitting
Task Force Alpha: Holding Station over Hiigar
Planets Hiigar Defense = III Cayla Defense = IV
To basically reflect defenses, yeah. How many ground troops stationed, that kind of thing, all represented by a single number where V is a planetwide Area 51 and I is some backwater casino world with only a token garrison.
So tell me what you think of that in the poll at the top. If it succeeds you'll need to make a new application with the planet names. I'll also post a template for end reports.
Last edited by Tiel+ on Sun Dec 29, 2013 5:36 pm; edited 5 times in total | |
| | | MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 4:07 am | |
| Does the population (specifically the economic) include slaves? | |
| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 5:52 am | |
| See the point you didn’t think about Tiel is giving freedom to those who don't have a lot of ships at all but instead got a small pack of powerful ships. That is why I think it is good to say that size depends on the size of your territory - it makes sense that more planets aka more population means more resources to maintain a fleet manpower-wise. That means that you free the military value to dictate the pure firepower relations between two nations (with a nation having twice as much military strength having twice as powerful ships, thus twice as powerful fleet). That fleet doesn’t have to be numerous. If the enemy has twice as many ships but you have twice the military your powers are equally matched unless you use a good tactic (which is why you make tactics much more important than pure numbers) Also another suggestion - People DONT WANT to be bothered with things like GPD, multiplying by some arbitrary values and complicated calculations like that, they want plain ratios such as - Wealth is your money, you can spend it on making different stuff and gather it over time with economy, that is ALL they need to know. It makes reading much more user friendly dont you think so? I also suggest having a fleet resource - see it is true that you dictate your fleet size with the size and military figures, yet what happens if your fleet was just in some sort of engagement ? Without having a way of keeping track of that so long your fleet survives you didn’t suffer any losses. The fleet value is an amount of point determined by the military value that you can spend on arranging your fleets before battle. That means you get something like this: fighters - 1 bombers - 3 corvettes - 6 frigates - 12 cruisers - 36 or any other values you'd prefer. If you have 200 points to spend you can compose your fleet out of these numbers and adapt it to your tactics. Once the battle is over the amount of lost ships (and thus lost points) is divided by the amount of fleets and then deducted from this value. That means for you that in order to refill that fleet's might ships from other fleets were drawn, thus making your whole fleet network a little bit weaker. All fleets share the same fleet points pool. | |
| | | Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 10:37 am | |
| In addition to Iv's arguments, I have found another flaw:
You have three categories upon which everyone can divide the same ammount of points. That means:
1) No possibility for anyone to be more powerful than someone else. Random-newcomer-empire/generic could beat long-established_superpower by having the same ammount of points to spend. While it may seem unfair that some are more powerful than others by default, it somewhat interferes with the fact that the leader factions of the alliances have been regarded as Superpowers during Arc 2 and, as I have found out through communication with Fenway, in his lore, every Empire still has about the same strenght as before.
2) You have different values with different value of individual points assigned to them, meaning that minor changes could have great effect.
also, your definition of wealth points (GDP per capita) means that the respective empire would be able to have more economic power with a larger population while your military value is based on total number of military personell in opposition to enlisted percentage of population, meaning that larger empires would have to appoint more points to military to defend their territory, which would leave them with either weak economy or SPI.
I suggest changing the worth of military points from 'total troops enlisted' to 'percentage enlisted', therefore essentially making every value scale with the empire, solving 1) as well.
2) can propably be solved best with some tweaking.
I also suggest that everyone needs to submit fleet positions and strenghts in order to allow everyone to keep track of fleet movements. The best way for that would propably be a Google docs file with writing permission to GMs and viewing permission for everyone.
I generally think that publicallly viewable google docs files would help everyone-including the GMs-keep track of stuff. The GMs would need resource sheets anyway to keep track of details like numbers and fleet positions. Úsing a Google docs table would make it possible for all GMs to use the same table while allowing everyone else to see that stuff as well. | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 11:13 am | |
| - Iv121 wrote:
- See the point you didn’t think about Tiel is giving freedom to those who don't have a lot of ships at all but instead got a small pack of powerful ships. That is why I think it is good to say that size depends on the size of your territory - it makes sense that more planets aka more population means more resources to maintain a fleet manpower-wise. That means that you free the military value to dictate the pure firepower relations between two nations (with a nation having twice as much military strength having twice as powerful ships, thus twice as powerful fleet). That fleet doesn’t have to be numerous. If the enemy has twice as many ships but you have twice the military your powers are equally matched unless you use a good tactic (which is why you make tactics much more important than pure numbers)
The actual quality of the ships is contingent on the wealth attribute, since you know that fancy pack of powerful ships takes quite a bit of upkeep (the US spends billions of dollars annually attempting to rescue M1 Abrams from battle damage) - Iv121 wrote:
- Also another suggestion - People DONT WANT to be bothered with things like GPD, multiplying by some arbitrary values and complicated calculations like that, they want plain ratios such as - Wealth is your money, you can spend it on making different stuff and gather it over time with economy, that is ALL they need to know. It makes reading much more user friendly dont you think so?
In the past we've just had wealth as an arbitrary value - I'm just giving an explanation there as to what that 7 put towards economy actually means. You really don't have to do any calculations at all; just how relative you are on the scale (where 0 is ass broke and 40 is saudi arabian oil lord) is going to determine whether or not you're going to get denied the ability to do certain things. It's not money because there's no way in heck I'm keeping track of that. Shinobi showed that level of control was too much of a pain in the butt. - Iv121 wrote:
- I also suggest having a fleet resource - see it is true that you dictate your fleet size with the size and military figures, yet what happens if your fleet was just in some sort of engagement ? Without having a way of keeping track of that so long your fleet survives you didn’t suffer any losses.
The fleet value is an amount of point determined by the military value that you can spend on arranging your fleets before battle. That means you get something like this:
fighters - 1 bombers - 3 corvettes - 6 frigates - 12 cruisers - 36
or any other values you'd prefer. If you have 200 points to spend you can compose your fleet out of these numbers and adapt it to your tactics. Once the battle is over the amount of lost ships (and thus lost points) is divided by the amount of fleets and then deducted from this value. That means for you that in order to refill that fleet's might ships from other fleets were drawn, thus making your whole fleet network a little bit weaker. All fleets share the same fleet points pool. This is a good idea. I'll consider building off of it if my proposal (it's spoilered in the post) fails. - Ivan2006 wrote:
- In addition to Iv's arguments, I have found another flaw:
You have three categories upon which everyone can divide the same ammount of points. That means:
1) No possibility for anyone to be more powerful than someone else. Random-newcomer-empire/generic could beat long-established_superpower by having the same ammount of points to spend. While it may seem unfair that some are more powerful than others by default, it somewhat interferes with the fact that the leader factions of the alliances have been regarded as Superpowers during Arc 2 and, as I have found out through communication with Fenway, in his lore, every Empire still has about the same strenght as before. I'd much rather have everyone on the same level than grant special privileges to certain people. If people want to make their empires intentionally nerfed they're free to do so. - Ivan2006 wrote:
- 2) You have different values with different value of individual points assigned to them, meaning that minor changes could have great effect.
That's the idea, yes. - Ivan2006 wrote:
- also, your definition of wealth points (GDP per capita) means that the respective empire would be able to have more economic power with a larger population while your military value is based on total number of military personell in opposition to enlisted percentage of population, meaning that larger empires would have to appoint more points to military to defend their territory, which would leave them with either weak economy or SPI.
The price of expansion, eh? No really, look at all the great empires of history and look at how they all fell. Don't worry, once we get going you can upgrade your military capacity, but it will take time. - Ivan2006 wrote:
- I suggest changing the worth of military points from 'total troops enlisted' to 'percentage enlisted', therefore essentially making every value scale with the empire, solving 1) as well.
Hmm. You know on one hand, I really don't plan on thinking to myself 'hmm, this guy has 12 million people active duty, therefore..' anytime soon tbh, so that's something that I'd be willing to change. - Ivan2006 wrote:
- 2) can propably be solved best with some tweaking.
I also suggest that everyone needs to submit fleet positions and strenghts in order to allow everyone to keep track of fleet movements. The best way for that would propably be a Google docs file with writing permission to GMs and viewing permission for everyone.
I generally think that publicallly viewable google docs files would help everyone-including the GMs-keep track of stuff. The GMs would need resource sheets anyway to keep track of details like numbers and fleet positions. Úsing a Google docs table would make it possible for all GMs to use the same table while allowing everyone else to see that stuff as well. Is my proposal thing like not visible in the post? Hold on, let me put it right here for your benefit - Proposal:
Also, uh, while we're here. Let me propose something to you: Two or more ships make an Element. Two or more Elements make a Squadron. Two or more Squadrons is a Fleet. Corvette Element: Basically a wing of corvettes. Frigate Element: A handful of frigates grouped with light corvette support. Destroyer Element: A few Destroyers. Cruiser Squadron: A few Cruisers with some Frigate Elements Carrier Squadron: A single Carrier with Destroyer Elements for support Mixed Squadron: Several Destroyer Elements supplanted by Corvette Elements Line Fleet: Several Cruiser Squadrons arrayed around a Dreadnought Carrier Fleet: A couple Carrier Squadrons further supported by multiple Mixed Squadrons Superweapon: If it ever becomes applicable, these things fly alone. Basically the idea is to eliminate the origin of asspull entirely by doing away with manipulating single ships and consolidating them into formations whose size varies depending on the owning empire's military score, allowing us to accurately declare our faction's standing navy. What we can then also do is have your list of Fleets in every post you make with their assignments as sort of an end turn thing. So, for example Fleet 1 (Line): On Patrol (1 Cruiser squadron assigned to Task Force Alpha) Fleet 2 (Line): Task Force AlphaFleet 3 (Carrier): Task Force AlphaFleet 4 (Carrier): RetrofittingTask Force Alpha: Holding Station over HiigarAgain, having this in every post (probably spoilered) would make it immensely easier to keep tabs on faction force distribution to prevent asspull to the 90th degree. Fleets would be able to be sent to different planets, but only Task Forces made from them and their building blocks (Elements & Squadrons) would be able to be sent on the offensive. I think what we could also do is have your military score be the number of fleets you can maintain at any given time. While we're on this note, something I'm also on the fence about is requiring a list of planets to be made by each faction upon application. Right now RP is more of an act and react kind of deal when it comes to anything other than building and making alliances. It's of course unreasonable to require what could possibly be over a hundred unique names, but if we were to just need to name at least 6 centers of industry and other notable things and just say the rest is comparatively unimportant..we could work with that. Any attacks on those outlying worlds would basically be interpreted as attacks on that space in general that will be deflected/do something depending on how many fleets are in patrol mode and empire stats. Anyway, we could keep track of this, too! So like your end turn report could be like - End Report:
Fleets Fleet 1 (Line): On Patrol (1 Cruiser squadron assigned to Task Force Alpha)
Fleet 2 (Line): Task Force Alpha
Fleet 3 (Carrier): Task Force Alpha
Fleet 4 (Carrier): Retrofitting
Task Force Alpha: Holding Station over Hiigar
Planets Hiigar Defense = III Cayla Defense = IV
To basically reflect defenses, yeah. How many ground troops stationed, that kind of thing, all represented by a single number where V is a planetwide Area 51 and I is some backwater casino world with only a token garrison.
Pweez tell me none of you voted in the poll yet, because this is what it was for. | |
| | | Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 11:30 am | |
| - Tiel+ wrote:
- Ivan2006 wrote:
1) No possibility for anyone to be more powerful than someone else. Random-newcomer-empire/generic could beat long-established_superpower by having the same ammount of points to spend. While it may seem unfair that some are more powerful than others by default, it somewhat interferes with the fact that the leader factions of the alliances have been regarded as Superpowers during Arc 2 and, as I have found out through communication with Fenway, in his lore, every Empire still has about the same strenght as before. I'd much rather have everyone on the same level than grant special privileges to certain people. If people want to make their empires intentionally nerfed they're free to do so. You know, that would make things good for balancing issues, but it kinda disregards that this is a ROLEPLAY and you can't expect everyone to basically have the same role in another position. I think that is why Fenway made his points in the original Arc-3 more like 'devotion', to make it possible for politics to be centered around power. If everyone is equally powerful, stuff happens to get dull. Noone likes dull. (also note that powerful players don't automatically have an advantage. In the event of war, they'll propably become very high priority targets, which means they in turn need that power.) - Tiel+ wrote:
- Ivan2006 wrote:
- I suggest changing the worth of military points from 'total troops enlisted' to 'percentage enlisted', therefore essentially making every value scale with the empire, solving 1) as well.
Hmm. You know on one hand, I really don't plan on thinking to myself 'hmm, this guy has 12 million people active duty, therefore..' anytime soon tbh, so that's something that I'd be willing to change.
Pweez tell me none of you voted in the poll yet, because this is what it was for. There are two votes in the poll, one of which is mine. (sorry) Make a minor edit to the poll, that should reset it. | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 11:58 am | |
| - Ivan2006 wrote:
You know, that would make things good for balancing issues, but it kinda disregards that this is a ROLEPLAY and you can't expect everyone to basically have the same role in another position. I think that is why Fenway made his points in the original Arc-3 more like 'devotion', to make it possible for politics to be centered around power. If everyone is equally powerful, stuff happens to get dull. Noone likes dull. (also note that powerful players don't automatically have an advantage. In the event of war, they'll propably become very high priority targets, which means they in turn need that power.) Yes, but then who decides which factions are 'powerful' and have more points to mess around with? It'd work with Fenway since he's just as likely to blast his own faction to atoms as mishandle his privileges, but if it's someone else accusations of bias will start to fly faster than farts from a constipated cat. And it's not like you can just say, hey, you can have more if you want to, because who in the right mind is going to intentionally surrender an advantage? In a shellnut offering the option is going to end with the same result, and directly controlling it is going to lead to much pain of the buttocks. Here's what we can do - the faction representing the Alliance in the Perfectum Codice will have 110 points as opposed to 100. - Tiel+ wrote:
- Ivan2006 wrote:
- I suggest changing the worth of military points from 'total troops enlisted' to 'percentage enlisted', therefore essentially making every value scale with the empire, solving 1) as well.
Hmm. You know on one hand, I really don't plan on thinking to myself 'hmm, this guy has 12 million people active duty, therefore..' anytime soon tbh, so that's something that I'd be willing to change.
Pweez tell me none of you voted in the poll yet, because this is what it was for. There are two votes in the poll, one of which is mine. (sorry) Make a minor edit to the poll, that should reset it.[/quote] Ha. Ha. If only. You did look at the spoilered proposal though, right? Also, may add a new value in here. Size is measured from 1-10 and indicates how much external space falls under an empire's sway - that which isn't directly named but still under their control. So colonies and the like. This will dictate how successful undirected raiding actions against another empire like piracy and such are (obviously if you have the small fleet and a big empire it's probably not going to be able to react in time unless you have them on patrol duty 90% of the time) and also work as a multiplier for your existing attributes (more people? more potential wealth.) It will also serve to balance out the scale...20% total military personnel is a fekking lot of people when we're talking empires in the scale of trillions. | |
| | | Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 3:33 pm | |
| I have a suggestion.
Battles could be played at google docs.
And i agree with most of it,the only problem is apply this realistically. I mean,i am not good at math. | |
| | | ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 3:36 pm | |
| SDI was made by Strigiforme, not NeoRome, btw
Also, having a short time system(weeks) gets confusing, maybe years? I also figured that for ship production, then strength of your ship would equate to a point or two of GDP, and in some given time, you had a specific allotment of points, say your GDP. So then in the given time, if your GDP is crap, you can't produce many ships. | |
| | | Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 3:41 pm | |
| Empire Name: Shirake Industries.
Alliance (SDI/UGC/EC): U.G.C
Head Person(s)/Groups: Nagato Shinra
Government Type: Corporative Democracy
Capital Planet: Teidon
Wealth: 40
Military: 30
Social Progress Index:30
Just a test.
With that wealth,Military and Social scores,what i can get? | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 3:52 pm | |
| - ACH0225 wrote:
- SDI was made by Strigiforme, not NeoRome, btw
Will adjust. - ACH0225 wrote:
- Also, having a short time system(weeks) gets confusing, maybe years? I also figured that for ship production, then strength of your ship would equate to a point or two of GDP, and in some given time, you had a specific allotment of points, say your GDP. So then in the given time, if your GDP is crap, you can't produce many ships.
- Lightspeed wrote:
And i agree with most of it,the only problem is apply this realistically. I mean,i am not good at math. Don't worry about the details, to be honest. The only people who will need to worry about the numbers outside of the initial app is the GMs when going over posts and deciding battles. And of course, justifying their decisions using them. And years is too long. This isn't Total War - a fleet of ships can make its way across the galaxy in that time. We're just going to avoid all the supply lines and logistics of the thing by basically saying they can be anywhere anytime, they just need orders. Building ships and such is something else entirely...I guess the expectation is that individual empires will have ample reason to keep track of that stuff and report on it as necessary. @Lightspeed Mercentile faction with significant wealth among the upper classes. However, society within its borders is absolute chaos, with the average citizen struggling to make ends meet and illegal organizations ruling the streets. Military overspending has resulted in a large portion of the population joining the armed forces to survive, but they are unmotivated, cowardly troops that feel no allegiance to their nation aside from their paycheck. | |
| | | Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 4:17 pm | |
| Testing. I will do many apps,just for test. - Spoiler:
Wealth: 40
Military: 20
Social Progress Index:40
Wealth: 20
Military : 60
Social Progress: 20
Wealth: 30
Military :10
Social Progress: 60
| |
| | | Commander Error Sergeant
Posts : 1237 Join date : 2011-12-07 Age : 28 Location : Look up.
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 5:10 pm | |
| Can I suggest, for the "time" scale, why not use one RL day (use GMT for simplicity) as one ingame week? That ws, we have a sense of time, and it allows easier manaeent f buid times and such. Also, 1 day counts as a "turn"- every X turns, people ae allowed to spend X points on improving their empires. | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 6:51 pm | |
| Error, that's what I have in the OP. Also, we did the points thing before and it turned out terribly. It'd be better if how much you could do in a day was up in the air. @LS Pakistan in space. Invalid. Society can't exist in a tangible form with an SPI below 25. The UK in space. I must confess a bit of annoyance we're sitting here debating the very nature of the RP instead of just jumping in and playing it as per the norm. Maybe I've been too willing to consider conflicting ideals in the past. For the sake of not letting this get buried beneath deliberation, here's the new deal: Apps will be submitted as follows Empire Name: Your John Hancock, except way bigger. Alliance (SDI/UGC/EC): What alliance you defer to. Isolationism is an option, albeit a vulnerable one. Head Person(s)/Groups: Your El Presidente, Fearless Leader, or Council if applicable Government Type: Self-explanatory Capital: Where your seat of government lies. Key Planets: List planets or other celestial bodies crucial to what you do, including your capital. The total number must be equivalent to your size statistic. Also, note the defense level of each - I is a backwater garrison, V is a fortress world. Wealth: How lively your faction's economy is, where 36 is the average (active, but not booming) - Explanation:
The overall prosperity of a faction via its Gross Domestic Product (GDP) per capita; average income per person annually before costs are deducted. A high Wealth score means you'll be able to build more stuff and just be more advanced in general. Each point in this category represents a thousand credits; anything under 18 indicates a dying economy.
Size: On a scale from 1 to 10, how big is your faction? As noted above, the number you put here will be how many locations you must list under Key Planets. - Explanation:
Each point represents a star system under a faction's direct control, which as you know contain multiple planets apiece. Only the few that are of immediate importance to a faction's day-to-day operations must be listed under Key Planets, however.
Military: A gauge of the size of your faction's military, where 3 is just enough to protect your interests and 20 is enough to sustain multiple engagements simultaneously. Note that the value you put here is how many fleets you will be able to field initially. - Explanation:
A measure of marshal might in terms of manpower (in the case of ai, how many would be needed without them). Note that this is raw force; how many warships you have, how many army components you have, and how well both are equipped are determined by the Wealth affinity. This point value represents the percentage of your population that are in your military, be they reservists, active duty, or even support personnel.
Social Progress Index: The extent of government intervention & personal freedom in your empire. 70 is a socialistic utopia, 25 is a near-anarchy. Anything outside that range (25-70) is unsustainable as a nation and will render an application invalid. - Explanation:
How much a faction's denizens' needs are being met. A high point value is indicative of high government intervention in the name of the common man - basically a socialistic utopia when maxed out at 70. A low score represents more freedom and laisse-faire practices, but anything under 30 means your people's needs aren't being met. The lower boundary is 25, since values less than that can't be called a state at all, more like anarchy.
You have a total of 100 points to spend, unless you are Ivan, Lightspeed, or ACH, who have 110 due to their status as superpowers. Bear in mind that these can be increased through various actions. Wealth through stuff like trade with other players and funding expansion of the private sector Size through establishing colonies or taking them from other empires Military cannot be expanded without creating a new fleet, which takes a point away from Wealth. SPI increased through doing government programs such as stimulus, or removing them.. And yes, after some thought I am going to go ahead and mandate the End-of-post Report. Here is your template: - Code:
-
[spoiler="End Report"]
[size=14][u]Status[/u][/size] Wealth: [b]x[/b](+0 in y weeks) Size: [b]x[/b](+0 in y weeks) Military: [b]x[/b](+0 in y weeks) SPI: [b]x[/b](+0 in y weeks)
[size=14][u]Fleets[/u][/size]
Fleet 1 (type):[i]Assignment[/i] Fleet 2 (type):[i]Assignment[/i] Fleet 3 (type):[i]Assignment[/i] Fleet 4 (type):[i]Assignment[/i] Fleet 5 (type):[i]Assignment[/i] Fleet 6 (type):[i]Assignment[/i]
Task Force Alpha: [i]Action[/i] Task Force Beta: [i]Action[/i]
[size=14][u]Planets[/u][/size]
Key Planet: Defense level x(+0 in y weeks) Key Planet: Defense level x(+0 in y weeks) Key Planet: Defense level x(+0 in y weeks) [/spoiler] You can manipulate Fleets as needbe as prescribed by the system in the OP. We will start in approximately 48 hours, so be sure to get your apps in by then. | |
| | | DeadlyMiddie Newbie
Posts : 57 Join date : 2013-09-25
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 8:42 pm | |
| Empire Name: The Orion Confederation
Alliance (SDI/UGC/EC): UGC
Head Person(s)/Groups: Chancellor George Anderson
Government Type: Representative Democracy
Capital: Cyrania III
Key Planets: Cyrania I- Main Industrial World. III Cyrania II- Military staging, training, and production world. V Cyrania III- Capital. Most of the banking takes place here. IV Cyrania IV- Almost fully aquatic world where research takes place. IV. Anstrillia I- Agriculture world. III. Anstrillia II- Agriculture World. II. Anstrillia III- Mining world. I. Wispar I- New colony. I. Wispar II- Mining world. I. Wispar III- Fleet Foward Operating Base for Quadrant 3. IV.
Wealth- 30 Size- 3 Military- 26 SPI- 41
Last edited by DeadlyMiddie on Sun Dec 29, 2013 5:18 pm; edited 2 times in total | |
| | | Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
| Subject: Re: Arc III: Corruption (Cont.) Sat Dec 28, 2013 10:41 pm | |
| Empire Name: Darkstar Corporation.
Alliance (SDI/UGC/EC): U.G.C
Minor matters are delegated to governors by democracy. But the final decisions and high command is the Circle,a closed and secret council.
Government Type: I don´t know many government types. Is a corporative democracy,i guess.
Capital: Rhea
Key Planets:
Gaia III [Farm world] Dest I [Junkyard] Sigma IV [Military construction yard] Caeli V [Military capital,were the military council is stabilished] Mobius II ["Las Vegas" world,source of some income] Orthrus IV [Research center ] Rhea III [Capital] Border Bases II [I know that is not a planet,but should be conted as small colonies on the far rim] Asteroid belts II [Mining] Alpha V [???]
Wealth- 45 Size- 10 Military- 10 SPI- 45
OOC: If i want a economically and socially advanced score but with "suficient" military power,how should it be? | |
| | | Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 3:26 am | |
| Empire Name: The Impirical Conglomeration of The Holy Provinces of The Hexalan Expanses (Hexalan Conglomerate is faaar easier to say) Alliance: Isolationist Head Persons: Director Vicheza (supported by Ishval and Indigo CEOs) and the Lord of Admirals Qua (supported by Radon, Cybran, and Hex CEOs) Government Type: Democratic Stratocracy Capital: Chi Alshain I (Gallivan) Key Planets: - Chi Sector:
Alshain 1, V (Capital) Alshain 4, III (Main equipment forge world, 12 manufactorums) Coslan 3, III (Main agriculture forge world, 13 manufactorums)
- Lambda Sector:
Cochran 2, V (Imperial Head (basically where the equivalent of the US letter agencies are based)) Hemmsgrad 1c j o, III (Main population centers)
- Psi Sector:
Hesrath 2, II (Population center) Irisd 3c, IV (Imperial testing site)
- An Elaboration on Forge Worlds:
(Forge Worlds comprise the might of my Empire, they are covered in vast factory cities called Manufactorums. A Manufactorum may produce anything from starships to super-space-rice, Forge Worlds generally have ~12-14 Manufactorums geared towards a common theme, such as equipment comprising of vehicles, weapons, and armors while an agriculture one is far more self-explanatory. A manufactorum may take years to get to optimal working condition during most times, while if there's nothing better to do with the resources at hand one can be built in a matter of months, 7 at the minimum.)
Wealth: 26 Size: 9 Military: 37 Social Progress Index: 37 - 'Fun Facts':
(This May Be Added To In Further Posts) The Fun Facts area is strictly true to the lore I have in my Faction Story Bible which is basically a repository of all my faction lore and stuff. Included are historical figures, explanations in full, ship schematics, and since it's also my sketch book doodles of things which improve in quality the farther you are from the front cover. TL;DR this is straight up no-bullshit stuff from a lore book I writing* and is intended to be at least remotely serious.
Fact 1 - The descending peoples of Enigio have always been recognizable by the accent best described as Hungarian/Russian. The origins of this is rather ambiguous due to weird temporal things I'm not going to indepth in right now. I might explain a bit better at a later date.
Fact 2 - As I have been having too much fun with Warhammer 40k, I'm explaining the Imp-stuff and holy stuff as caused by a ploy by the companies to further drive their citizens by creating what is when viewed externally a fallacious religion but after gradual exposure to the citizens has been hailed a true fact. Basically they're not only driven by the same undying loyalty as the Orgonati had but are also now zealots of the will of the corporate imperium too.
* It's technically WIP but what's in there is as concrete as I am determined to link everything I do in the RP section.
Last edited by Vinyl on Sun Dec 29, 2013 3:01 pm; edited 1 time in total | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 11:09 am | |
| - MercurySteam wrote:
- Does the population (specifically the economic) include slaves?
That's a judgement call on your part. Middie, accepted. Lightspeed, accepted. As for your question, I'd bump down your size to maybe 7 or 8, so your tier 10 military isn't stressing out defending all that territory. In fact, you'd actually gain some significant offensive capability that way. Also, 45 is pretty wealthy. You could safely take 3 from that and then spend the 6 or so points you get bumping your SPI up to 51, which is above average social progress. Vinyl, bump down some of those defense levels to IV or III and you're all set. You do have a high military score but your SPI isn't big enough to sustain that kind of planetary security from the getgo | |
| | | Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 25 Location : Your Dreams
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 5:14 pm | |
| OOC: Tiel you forgot to include Battleship classes in your fleet orginizationalythingamijiggy
Empire Name: Cavnin Nation
Alliance (SDI/UGC/EC): EC
Head Person(s)/Groups: EVA
Government Type: Republic
Capital: Kaylayly
Key Planets: Kaylayly IV, Messis II (Resource planet), MarsII V (Military Training planet)
Wealth: 18
Military: 20
Size: 2
SPI: 60
Last edited by Luna on Sun Dec 29, 2013 5:37 pm; edited 4 times in total | |
| | | Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 5:16 pm | |
| OOC: @CVN Friendly reminder, you forgot the defense ratings.
Last edited by Vinyl on Sun Dec 29, 2013 5:20 pm; edited 2 times in total | |
| | | DeadlyMiddie Newbie
Posts : 57 Join date : 2013-09-25
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 5:18 pm | |
| BTW Tiel I edited my app. I realized that size wasn't planets, but systems. | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 5:31 pm | |
| - Luna wrote:
- OOC: Tiel you forgot to include Battleship classes in your fleet orginizationalythingamijiggy
Empire Name: Cavnin Nation
Alliance (SDI/UGC/EC): EC
Head Person(s)/Groups: EVA
Government Type: Republic
Capital: Kaylayly
Key Planets: Kaylayly, Messis (Resource planet), Mars II (Military Training planet)
Wealth: 25
Military: 25
Size: 5
SPI: 45 Think of a destroyer as you would a cruiser, and a cruiser as a battleship. Those are their roles, anyway - you can certainly fill the slot with another classification as long as it possesses about the same firepower. Problems with your app, though - as Vinyl pointed out you're missing defense levels for two planets. I'd also really like E.C members to have an SPI of at least 60 for the purposes of the RP. @Middie, you're fine, edited the OP to better reflect that. Actually an interesting setup you have, didn't anticipate any tiny titans. | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 6:03 pm | |
| Well I'm a little screwed with the social progress index, being robots and all. Economy is fine, I can just use raw materials, but individual possession is irrelevant here.
But here goes.
Name: poopian empire NSCD
Alliance: none
El presidente: Omega (and remaining Origin series)
Government type: cybernetic collective
Captain Planet: ARK-1 VI
Key planets:
ARK-1 VI (fully mechanical) (also centre of defence operations for the other planets, hence the VI rating)
Skytheria III
ARC-19 II (technically a big asteroid but serves as a forward base)
CRH-1 I (mining)
CRH-2 I (mining)
CRH-3 I (mining)
CRH-5 I (mining)
CRH-6 II (military base)
Wealth: 35
Military: 30
Size: 1
SPI: 34 (not entirely sure how this applies to robots but whatever)
| |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 6:17 pm | |
| A society that functions with minimal/no individual proprietorship would be a 70. | |
| | | Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 25 Location : Your Dreams
| Subject: Re: Arc III: Corruption (Cont.) Sun Dec 29, 2013 7:33 pm | |
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