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 Arc III: Corruption (Cont.)

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Should we use the proposed system for fleets and/or planets?
Yes, I can dig all of it.
67%
 67% [ 6 ]
No, y u want us to write so hard ლ(ಠ益ಠლ)
11%
 11% [ 1 ]
I only really like the Fleet breakdown revision.
0%
 0% [ 0 ]
I only really like the Planet tracking revision.
22%
 22% [ 2 ]
Total Votes : 9
 

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Tiel+
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PostSubject: Arc III: Corruption (Cont.)   Sat Dec 28, 2013 3:37 am

Original OP:
 

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:
     

    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:
     

    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:
     

    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:
     

    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:
 


Last edited by Tiel+ on Sun Dec 29, 2013 5:36 pm; edited 5 times in total
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PostSubject: Re: Arc III: Corruption (Cont.)   Sat Dec 28, 2013 4:07 am

Does the population (specifically the economic) include slaves?
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PostSubject: 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? Wink


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.
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PostSubject: 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.
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PostSubject: 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? Wink

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:
 

Pweez tell me none of you voted in the poll yet, because this is what it was for.
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PostSubject: 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.
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PostSubject: 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.
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PostSubject: 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.
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PostSubject: 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.
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PostSubject: 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?
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PostSubject: 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.
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PostSubject: Re: Arc III: Corruption (Cont.)   Sat Dec 28, 2013 4:17 pm

Testing.


I will do many apps,just for test.


Spoiler:
 

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PostSubject: 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.
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PostSubject: 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:
 

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:
 

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:
 

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:
 

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.
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PostSubject: 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
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PostSubject: 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?
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PostSubject: 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:
 
Lambda Sector:
 
Psi Sector:
 
An Elaboration on Forge Worlds:
 


Wealth: 26

Size: 9

Military: 37

Social Progress Index: 37

'Fun Facts':
 


Last edited by Vinyl on Sun Dec 29, 2013 3:01 pm; edited 1 time in total
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PostSubject: 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
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PostSubject: 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
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PostSubject: 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
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PostSubject: 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.
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PostSubject: 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.
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PostSubject: 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)
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PostSubject: 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.
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PostSubject: Re: Arc III: Corruption (Cont.)   Sun Dec 29, 2013 7:33 pm

OOC: Accepted?
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